From 6217a71cd281003a376d998269d577d26a61c206 Mon Sep 17 00:00:00 2001 From: Romain Guy Date: Tue, 15 Mar 2011 16:32:28 -0700 Subject: Fix performance issue in Launcher Bug #3515248 The problem is caused by the fast path when compositing layers on screen. The fast path draws a single quad using glDrawArrays() whereas the general path draws an arbitrary mesh using glDrawElements(). It looks like there's an issue in the driver since glDrawArrays() is significantly slower than glDrawElements() for a quad (6 vertices!) This change just gets rid of the fast path. Change-Id: Ib2361253ec67f44a988270f76c183422f12ce537 --- libs/hwui/OpenGLRenderer.cpp | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'libs/hwui/OpenGLRenderer.cpp') diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp index b8bd7d6758d2..e01e072ee5e3 100644 --- a/libs/hwui/OpenGLRenderer.cpp +++ b/libs/hwui/OpenGLRenderer.cpp @@ -636,11 +636,13 @@ void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { #if RENDER_LAYERS_AS_REGIONS +#if RENDER_LAYERS_RECT_AS_RECT if (layer->region.isRect()) { composeLayerRect(layer, rect); layer->region.clear(); return; } +#endif if (!layer->region.isEmpty()) { size_t count; @@ -1646,10 +1648,14 @@ void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { #if RENDER_LAYERS_AS_REGIONS if (!layer->region.isEmpty()) { +#if RENDER_LAYERS_RECT_AS_RECT if (layer->region.isRect()) { const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); composeLayerRect(layer, r); } else if (layer->mesh) { +#else + if (layer->mesh) { +#endif const float a = alpha / 255.0f; const Rect& rect = layer->layer; -- cgit v1.2.3-59-g8ed1b