Batch 9-patches in a single mesh whenever possible
This change also fixes the way batched bitmaps were handled
inside a layer. The layer is now correctly dirtied to minimize
the amount of pixels to blend.
Fix alpha, mode and opaque computations for DrawPatchOp.
Change-Id: I1b6cd581c0f0db66c1002bb4fb1a9811e55bfa78
diff --git a/libs/hwui/PixelBuffer.cpp b/libs/hwui/PixelBuffer.cpp
index 74b628a..36e89c6 100644
--- a/libs/hwui/PixelBuffer.cpp
+++ b/libs/hwui/PixelBuffer.cpp
@@ -132,7 +132,10 @@
if (mAccessMode != kAccessMode_None) {
if (mMappedPointer) {
mCaches.bindPixelBuffer(mBuffer);
- glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
+ GLboolean status = glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
+ if (status == GL_FALSE) {
+ ALOGE("Corrupted GPU pixel buffer");
+ }
}
mAccessMode = kAccessMode_None;
mMappedPointer = NULL;