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author Romain Guy <romainguy@google.com> 2011-11-10 19:23:58 -0800
committer Romain Guy <romainguy@google.com> 2011-11-10 19:23:58 -0800
commitda96f8ac2c1c35a54f3f36e6d776cb386a251d03 (patch)
tree646abfdfeee4346b422943924182162f4a3cdf84 /libs/hwui/OpenGLRenderer.cpp
parent50a66f0e9c5a85a6af4a99eb66656a69eba24572 (diff)
Discard framebuffer rendering queues when discarding layers
Bug #5581817 Change-Id: If612846ec5f7793710fc4df152791fb32c506551
Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r--libs/hwui/OpenGLRenderer.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 32595e4a55ae..1a8c19977ca6 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -611,6 +611,11 @@ void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
}
if (fboLayer) {
+ // Note: No need to use glDiscardFramebufferEXT() since we never
+ // create/compose layers that are not on screen with this
+ // code path
+ // See LayerRenderer::destroyLayer(Layer*)
+
// Detach the texture from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);