Better backend for hardware layers.
With this new backend, a hardware layer is only recreated when
its associated view is udpated. This offers fast composition
in GL and fast update of the layer in GL as well.
Change-Id: I97c43a612f5955c6bf1c192c8ca4af10fdf1d076
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index 8f93f5b..5f45915 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -64,6 +64,10 @@
virtual void prepare(bool opaque);
virtual void finish();
+ // These two calls must not be recorded in display lists
+ void interrupt();
+ void resume();
+
virtual void acquireContext();
virtual void releaseContext();
@@ -91,6 +95,8 @@
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual void drawDisplayList(DisplayList* displayList);
+ virtual void drawLayer(int texture, float left, float top, float right, float bottom,
+ float u, float v, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,