summaryrefslogtreecommitdiff
path: root/libs/hwui/OpenGLRenderer.cpp
diff options
context:
space:
mode:
author Romain Guy <romainguy@google.com> 2011-01-22 00:32:12 -0800
committer Romain Guy <romainguy@google.com> 2011-01-22 00:35:23 -0800
commitc88e357d1ed9dadfc0efb3dfbe92f24460674ef5 (patch)
treeaf36de378d845f6db755c13191d8118f9711fd8b /libs/hwui/OpenGLRenderer.cpp
parentacf36126e4620a0cc36d4e5b1268d15777ea4361 (diff)
Fix regression with hardware layers.
The renderer was checking whether the layer's region is a rect to draw it with a simple quad. This test was done against the layer's region structure, which was cleared after generating the mesh. Unfortunately Region::isRect() returns true when the region is empty, which was causing the renderer to always use a quad to draw a mesh on screen. Change-Id: If4b874579ee0cedcb67367c9efa5c0c98ca55231
Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r--libs/hwui/OpenGLRenderer.cpp48
1 files changed, 25 insertions, 23 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index b06bbd0aa543..92aa4bd7955c 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1568,29 +1568,31 @@ void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
#if RENDER_LAYERS_AS_REGIONS
- if (layer->region.isRect()) {
- const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
- composeLayerRect(layer, r);
- } else if (!layer->region.isEmpty() && layer->mesh) {
- const Rect& rect = layer->layer;
-
- setupDraw();
- setupDrawWithTexture();
- setupDrawColor(alpha, alpha, alpha, alpha);
- setupDrawColorFilter();
- setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
- setupDrawProgram();
- setupDrawDirtyRegionsDisabled();
- setupDrawPureColorUniforms();
- setupDrawColorFilterUniforms();
- setupDrawTexture(layer->texture);
- setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
- setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
-
- glDrawElements(GL_TRIANGLES, layer->meshElementCount,
- GL_UNSIGNED_SHORT, layer->meshIndices);
-
- finishDrawTexture();
+ if (!layer->region.isEmpty()) {
+ if (layer->region.isRect()) {
+ const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
+ composeLayerRect(layer, r);
+ } else if (layer->mesh) {
+ const Rect& rect = layer->layer;
+
+ setupDraw();
+ setupDrawWithTexture();
+ setupDrawColor(alpha, alpha, alpha, alpha);
+ setupDrawColorFilter();
+ setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
+ setupDrawProgram();
+ setupDrawDirtyRegionsDisabled();
+ setupDrawPureColorUniforms();
+ setupDrawColorFilterUniforms();
+ setupDrawTexture(layer->texture);
+ setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
+ setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
+
+ glDrawElements(GL_TRIANGLES, layer->meshElementCount,
+ GL_UNSIGNED_SHORT, layer->meshIndices);
+
+ finishDrawTexture();
+ }
}
#else
const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());