Discard framebuffer rendering queues when discarding layers
Bug #5581817
Change-Id: If612846ec5f7793710fc4df152791fb32c506551
diff --git a/libs/hwui/Extensions.h b/libs/hwui/Extensions.h
index 38d1130..48e4247 100644
--- a/libs/hwui/Extensions.h
+++ b/libs/hwui/Extensions.h
@@ -66,6 +66,7 @@
mHasNPot = hasExtension("GL_OES_texture_npot");
mHasFramebufferFetch = hasExtension("GL_NV_shader_framebuffer_fetch");
+ mHasDiscardFramebuffer = hasExtension("GL_EXT_discard_framebuffer");
const char* vendor = (const char*) glGetString(GL_VENDOR);
EXT_LOGD("Vendor: %s", vendor);
@@ -80,6 +81,7 @@
inline bool hasNPot() const { return mHasNPot; }
inline bool hasFramebufferFetch() const { return mHasFramebufferFetch; }
inline bool needsHighpTexCoords() const { return mNeedsHighpTexCoords; }
+ inline bool hasDiscardFramebuffer() const { return mHasDiscardFramebuffer; }
bool hasExtension(const char* extension) const {
const String8 s(extension);
@@ -98,6 +100,7 @@
bool mHasNPot;
bool mNeedsHighpTexCoords;
bool mHasFramebufferFetch;
+ bool mHasDiscardFramebuffer;
}; // class Extensions
}; // namespace uirenderer