Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.
Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
diff --git a/libs/hwui/TextureCache.h b/libs/hwui/TextureCache.h
index 6718597..d9d2387 100644
--- a/libs/hwui/TextureCache.h
+++ b/libs/hwui/TextureCache.h
@@ -14,8 +14,8 @@
* limitations under the License.
*/
-#ifndef ANDROID_UI_TEXTURE_CACHE_H
-#define ANDROID_UI_TEXTURE_CACHE_H
+#ifndef ANDROID_HWUI_TEXTURE_CACHE_H
+#define ANDROID_HWUI_TEXTURE_CACHE_H
#include <SkBitmap.h>
@@ -93,7 +93,7 @@
*/
void generateTexture(SkBitmap* bitmap, Texture* texture, bool regenerate = false);
- void uploadPalettedTexture(bool resize, SkBitmap* bitmap, uint32_t width, uint32_t height);
+ void uploadLoFiTexture(bool resize, SkBitmap* bitmap, uint32_t width, uint32_t height);
void uploadToTexture(bool resize, GLenum format, GLsizei width, GLsizei height,
GLenum type, const GLvoid * data);
@@ -115,4 +115,4 @@
}; // namespace uirenderer
}; // namespace android
-#endif // ANDROID_UI_TEXTURE_CACHE_H
+#endif // ANDROID_HWUI_TEXTURE_CACHE_H