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| author | 2020-06-08 15:07:32 -0700 | |
|---|---|---|
| committer | 2020-06-09 09:10:36 -0700 | |
| commit | 68d4dabdb4ef156fab92834fdb6ff7977e2b8d9f (patch) | |
| tree | 3ebcd88b671b12e4e36a1894ad0a96f4cd268bea /opengl/libagl/array.cpp | |
| parent | 0bc7c5294bc93815cb33242319ec59c7f62eb2b0 (diff) | |
Maintain Z order for all layers in offscreen hierarchy
There was already code in place to ensure that z order was maintained in
the offscreen tree. However, this didn't work if a layer was moved to become
a child of an offscreen layer. The z order was only maintained beneath
the new offscreen layer, not the entire subtree.
This change uses the root of the offscreen subtree to ensure the z order
is maintained even when new offscreen layers are added to the subtree.
Fixes: 157188227
Test: IME gets correct relative z
Test: RelativeZTest.LayerWithRelativeReparentedToOffscreen
Change-Id: I62553ce245dacd2a8684d8bb02de67f60ddc6774
Diffstat (limited to 'opengl/libagl/array.cpp')
0 files changed, 0 insertions, 0 deletions