Use VBOs to render most geometries.
Change-Id: I4360dc4fe5693ab425450c107282b2c22db4dca7
diff --git a/libs/hwui/Matrix.cpp b/libs/hwui/Matrix.cpp
index 1a0fcf4..83ea615 100644
--- a/libs/hwui/Matrix.cpp
+++ b/libs/hwui/Matrix.cpp
@@ -55,9 +55,11 @@
}
bool Matrix4::changesBounds() {
- return !(almost(data[0], 1.0f) && almost(data[1], 0.0f) && almost(data[2], 0.0f) &&
- almost(data[4], 0.0f) && almost(data[5], 1.0f) && almost(data[6], 0.0f) &&
- almost(data[8], 0.0f) && almost(data[9], 0.0f) && almost(data[10], 1.0f));
+ return !(ALMOST_EQUAL(data[0], 1.0f) && ALMOST_EQUAL(data[1], 0.0f) &&
+ ALMOST_EQUAL(data[2], 0.0f) && ALMOST_EQUAL(data[4], 0.0f) &&
+ ALMOST_EQUAL(data[5], 1.0f) && ALMOST_EQUAL(data[6], 0.0f) &&
+ ALMOST_EQUAL(data[8], 0.0f) && ALMOST_EQUAL(data[9], 0.0f) &&
+ ALMOST_EQUAL(data[10], 1.0f));
}
void Matrix4::load(const float* v) {