From 32ce41e0241790f20e63cafea4d3c1db87423eec Mon Sep 17 00:00:00 2001 From: Chris Craik Date: Fri, 20 Apr 2012 11:28:59 -0700 Subject: Don't overdraw TileGrids Given the visible area info, we can just tune the shader and matrix to draw partial tile at the edge of TileGrids. This could save a lot of GPU time. Change-Id: I1a45aa9a3a76ab5894096828bfff83057b1c9272 --- Source/WebCore/platform/graphics/android/rendering/Surface.cpp | 1 - 1 file changed, 1 deletion(-) (limited to 'Source/WebCore/platform/graphics/android/rendering/Surface.cpp') diff --git a/Source/WebCore/platform/graphics/android/rendering/Surface.cpp b/Source/WebCore/platform/graphics/android/rendering/Surface.cpp index a9ebd1e..210f434 100644 --- a/Source/WebCore/platform/graphics/android/rendering/Surface.cpp +++ b/Source/WebCore/platform/graphics/android/rendering/Surface.cpp @@ -225,7 +225,6 @@ bool Surface::drawGL(bool layerTilesDisabled) if (m_surfaceBacking && !tilesDisabled) { ALOGV("drawGL on Surf %p with SurfBack %p", this, m_surfaceBacking); - // TODO: why this visibleArea is different from visibleRect at zooming for base? IntRect drawArea = visibleArea(); m_surfaceBacking->drawGL(drawArea, opacity(), drawTransform(), useAggressiveRendering(), background()); -- cgit v1.1