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authorRomain Guy <romainguy@google.com>2011-11-10 19:23:58 -0800
committerRomain Guy <romainguy@google.com>2011-12-06 16:37:10 -0800
commit9c4b79af221b53f602f946faa9ff317a596a0c39 (patch)
tree134a3a19b685c55dc23a08ae8929fb292333f768 /libs/hwui/OpenGLRenderer.cpp
parente98ae0a050d6ce4b3e2aec7c070a87922086c256 (diff)
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Discard framebuffer rendering queues when discarding layers
Bug #5581817 Change-Id: Ie30700a29059d2ea60eb7bd3f8bd20ac48a149ab
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 81c053e..1d7b99d 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -615,6 +615,11 @@ 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);