Add visual profiling feature
When profiling is enabled with debug.hwui.profile set to true,
setting debug.hwui.profile_visualizer to true will display the
profiling data directly on screen.
Change-Id: I3d5fe3f0347090815087b1cbfce66b8e76d9347b
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index f165581..b1d3cc3 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -201,6 +201,7 @@
const float* positions, SkPaint* paint);
virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
const float* positions, SkPaint* paint, float length = -1.0f);
+ virtual status_t drawRects(const float* rects, int count, SkPaint* paint);
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
@@ -216,6 +217,10 @@
SkPaint* filterPaint(SkPaint* paint);
+ ANDROID_API bool isCurrentTransformSimple() {
+ return mSnapshot->transform->isSimple();
+ }
+
/**
* Sets the alpha on the current snapshot. This alpha value will be modulated
* with other alpha values when drawing primitives.