Glop support for custom textured UVs, simplify drawBitmap(src,dst)
Front load the scaling-to-support-shaders to record time.
Change-Id: I861c82d9d16d3c5e063cf87230127eed0b3f9b54
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index 851effa5..8547b67 100755
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -160,9 +160,8 @@
virtual void drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) override;
void drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint);
- virtual void drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
- float srcRight, float srcBottom, float dstLeft, float dstTop,
- float dstRight, float dstBottom, const SkPaint* paint) override;
+ virtual void drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst,
+ const SkPaint* paint) override;
virtual void drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
const float* vertices, const int* colors, const SkPaint* paint) override;
void drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
@@ -478,7 +477,6 @@
return (mState.currentFlags() & Snapshot::kFlagFboTarget) && mState.currentRegion();
}
-
/**
* Renders the specified layer as a textured quad.
*