From 3bbacf27c0be1bae4e4483577fc89ae3113abe5d Mon Sep 17 00:00:00 2001 From: Romain Guy Date: Wed, 6 Feb 2013 16:51:04 -0800 Subject: Add a RenderBuffer object to store stencil buffers. Bug #7146141 This change is needed to add a render buffer cache to avoid creating and destroying stencil buffers on every frame. This change also allows the renderer to use a 1 bit or 4 bit stencil buffer whenever possible. Finally this change fixes a bug introduced by a previous CL which causes the stencil buffer to not be updated in certain conditions. The fix relies on a new optional parameter in drawColorRects() that can be used to avoid performing a quickReject on rectangles generated by the clip region. Change-Id: I2f55a8e807009887b276a83cde9f53fd5c01199f --- libs/hwui/TextureCache.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'libs/hwui/TextureCache.cpp') diff --git a/libs/hwui/TextureCache.cpp b/libs/hwui/TextureCache.cpp index abf2d98f1901..5cff5a552aed 100644 --- a/libs/hwui/TextureCache.cpp +++ b/libs/hwui/TextureCache.cpp @@ -219,7 +219,7 @@ void TextureCache::generateTexture(SkBitmap* bitmap, Texture* texture, bool rege // We could also enable mipmapping if both bitmap dimensions are powers // of 2 but we'd have to deal with size changes. Let's keep this simple - const bool canMipMap = Caches::getInstance().extensions.hasNPot(); + const bool canMipMap = Extensions::getInstance().hasNPot(); // If the texture had mipmap enabled but not anymore, // force a glTexImage2D to discard the mipmap levels -- cgit v1.2.3-59-g8ed1b