Support shadows on the root RenderNode
bug:13211941
Cleans up some of the RenderNode method naming
Also removes unnecessary clip/save/restores, clipping shadows
predictably, as drawn by the parent, before drawing (and clipping,
etc.) the shadow casting child.
Change-Id: I795115e1fb869bbbdd7be43e279b97490fecc7e0
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 619f331..125dfda 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1924,14 +1924,14 @@
if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
status = startFrame();
ReplayStateStruct replayStruct(*this, dirty, replayFlags);
- displayList->replay(replayStruct, 0);
+ displayList->replayNodeTree(replayStruct);
return status | replayStruct.mDrawGlStatus;
}
bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
DeferStateStruct deferStruct(deferredList, *this, replayFlags);
- displayList->defer(deferStruct, 0);
+ displayList->deferNodeTree(deferStruct);
flushLayers();
status = startFrame();