don't handle the transparent region of a layer in draw()

this is already taken into consideration in computeVisibleRegion
and therefore not needed at draw time.

Change-Id: I3fc7336d22f1147dfcd3a20fd71bf79b946d971f
This commit is contained in:
Mathias Agopian 2010-08-10 20:42:20 -07:00
parent f6679fc6f7
commit bc7e31a84b
1 changed files with 1 additions and 15 deletions

View File

@ -307,22 +307,8 @@ void LayerBase::drawRegion(const Region& reg) const
}
}
void LayerBase::draw(const Region& inClip) const
void LayerBase::draw(const Region& clip) const
{
// invalidate the region we'll update
Region clip(inClip); // copy-on-write, so no-op most of the time
// Remove the transparent area from the clipping region
const State& s = drawingState();
if (LIKELY(!s.transparentRegion.isEmpty())) {
clip.subtract(transparentRegionScreen);
if (clip.isEmpty()) {
// usually this won't happen because this should be taken care of
// by SurfaceFlinger::computeVisibleRegions()
return;
}
}
// reset GL state
glEnable(GL_SCISSOR_TEST);