commit | 90a38dd7f7b7c6dbbd31eafb8afeab90858f6aa6 | [log] [tgz] |
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author | Lucas Dupin <dupin@google.com> | Wed Sep 05 09:37:37 2018 -0700 |
committer | Lucas Dupin <dupin@google.com> | Wed Sep 05 09:37:37 2018 -0700 |
tree | 082dcd177f0976494eaae17ac74df0c49f335028 | |
parent | 322a8b214ccd59072c7eb343a628d4b5a10b6250 [diff] |
Removed shade drawing optimization Why? - This optimization has caused many glitches, it easy to break and we've done so a few times (technical debt.) - It's unclear if not calling glClear() is still an optimization. Most graphics cards actually expect a glClear and are optimized to discard old frame buffers when the method is invoked Change-Id: If1bb9b8bf4c907ca907dc1205ad05dabfefeba1b Fixes: 113286511 Test: manual Test: shalac@ is keeping an eye on the performance dashboard