Fix bug with accelerated translucent rendering
There was a bug in the dirty region optimizations when using alpha layers. This prevented translucent objects from being drawn at all in many situations. Change-Id: I23e9bce3595fbd6fe2bda15e8753a0f35baffb82
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@@ -647,6 +647,9 @@ void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap)
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void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
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#if RENDER_LAYERS_AS_REGIONS
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if (layer->region.isRect()) {
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const android::Rect& bounds = layer->region.getBounds();
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layer->regionRect.set(bounds.leftTop().x, bounds.leftTop().y,
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bounds.rightBottom().x, bounds.rightBottom().y);
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composeLayerRect(layer, layer->regionRect);
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layer->region.clear();
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return;
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