This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.
Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
A change was made earlier in the renderer to not snap the current clip rect
on every clip operation. The clip rect must not be snapped to pixel boundaries
before being used for pixel precision operations. Some operations were doing
this correctly, others were not. For instance, a layer was always created by
rounding to the correct pixels, but composing a layer was done with a non
rounded clip, thus resulting in slightly odd behaviors.
Change-Id: I31c2cf0a343450470bcd449c3f13fe37648b9c7c
This change also modifies the way the clip is stored. The clip is now
always stored in screen-space coordinates.
Change-Id: I96375784d82dfe975bc6477a159e6866e7052487
This change also refactors the code base a bit by moving classes out of
OpenGLRenderer into separate headers/implementations. This makes the code
more manageable.
This change also adds documentation for implementation methods. The
undocumented methods are simply Skia's Canvas methods.
Change-Id: I54c68b443580a0129251dddc1a7ac95813d5289e
Drawing two rectangles one after the other discards the second one because of
Z buffering issues. This will be fixed in another changelist.
Change-Id: Ida1b3cde8a78e60cacc07e477abc44def527ff67
The current implementation of clipRect() does not apply local transformations
before setting the new clip.
Change-Id: I5997871bb638dfcd1a8ef96354846af52427e445