resolved conflicts for merge of 1d03b816 to lmp-mr1-dev-plus-aosp
(cherry picked from commit 1272887050a269d6d506b42099c2857847ad100b)
Change-Id: Ib673768fe5fc03615626ef4b10590e5317f22172
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 71b7c11..c113164 100755
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -473,8 +473,6 @@
&& layer->renderNode.get() && layer->renderNode->isRenderable()) {
ATRACE_CALL();
- Rect& dirty = layer->dirtyRect;
-
if (inFrame) {
endTiling();
debugOverdraw(false, false);
@@ -762,8 +760,10 @@
*/
bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
const SkPaint* paint, int flags, const SkPath* convexMask) {
- LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
- LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
+ if (kDebugLayers) {
+ ALOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
+ ALOGD("Layer cache size = %d", mCaches.layerCache.getSize());
+ }
const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
@@ -941,7 +941,9 @@
// Failing to add the layer to the cache should happen only if the layer is too large
layer->setConvexMask(NULL);
if (!mCaches.layerCache.put(layer)) {
- LAYER_LOGD("Deleting layer");
+ if (kDebugLayers) {
+ ALOGD("Deleting layer");
+ }
layer->decStrong(0);
}
}
@@ -1959,8 +1961,6 @@
}
void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
- int color = paint != NULL ? paint->getColor() : 0;
-
float x = left;
float y = top;
@@ -2382,7 +2382,7 @@
setupDrawShaderUniforms(getShader(paint));
const void* vertices = vertexBuffer.getBuffer();
- bool force = mCaches.unbindMeshBuffer();
+ mCaches.unbindMeshBuffer();
mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
mCaches.resetTexCoordsVertexPointer();
@@ -3185,14 +3185,6 @@
drawColorRects(rects, count, paint, false, true, true);
}
-static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
- // map z coordinate with true 3d matrix
- point.z = transformZ.mapZ(point);
-
- // map x,y coordinates with draw/Skia matrix
- transformXY.mapPoint(point.x, point.y);
-}
-
void OpenGLRenderer::drawShadow(float casterAlpha,
const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
if (mState.currentlyIgnored()) return;