Discard framebuffer rendering queues when discarding layers
Bug #5581817

Change-Id: Ie30700a29059d2ea60eb7bd3f8bd20ac48a149ab
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