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authorRomain Guy <romainguy@android.com>2010-07-06 11:39:32 -0700
committerRomain Guy <romainguy@android.com>2010-07-06 12:00:33 -0700
commitdda570201ac851dd85af3861f7e575721d3345da (patch)
tree795e46c7cae42b22814af1ef2ac70c083debd746 /libs/hwui/OpenGLRenderer.h
parent216108c492fef05261c70f1018d94cef0c3b23fd (diff)
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Add a layer (FBO) cache.
The cache is used to draw layers so that a new texture does not have to be recreated every time a call to saveLayer() happens. The FBO cache used a KeyedVector, which is a bad idea. The cache should be able to store several FBOs of the same size (this happens a lot during scrolling with fading edges for instance.) This will be changed in a future CL. Change-Id: Ic316189e625f0dbcf0d273a71cc981a433d48726
Diffstat (limited to 'libs/hwui/OpenGLRenderer.h')
-rw-r--r--libs/hwui/OpenGLRenderer.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index bd5f84f..fa9592a 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -32,7 +32,9 @@
#include "Rect.h"
#include "Snapshot.h"
#include "Texture.h"
+#include "Layer.h"
#include "TextureCache.h"
+#include "LayerCache.h"
namespace android {
namespace uirenderer {
@@ -240,6 +242,7 @@ private:
// Used to cache all drawBitmap textures
TextureCache mTextureCache;
+ LayerCache mLayerCache;
}; // class OpenGLRenderer
}; // namespace uirenderer