Fix dirty calculation for layer updates
Bug: 15682142
Defer early return of alpha <= 0 for damage accumulation until
popTransform() so that layer updates will be performed regardless
of alpha
Change-Id: Ifb94dd3ed2d96d610e6f2f3071933903016273a5
diff --git a/libs/hwui/DamageAccumulator.cpp b/libs/hwui/DamageAccumulator.cpp
index 77d16ab..8b32c40 100644
--- a/libs/hwui/DamageAccumulator.cpp
+++ b/libs/hwui/DamageAccumulator.cpp
@@ -170,6 +170,9 @@
}
const RenderProperties& props = frame->renderNode->properties();
+ if (props.getAlpha() <= 0) {
+ return;
+ }
// Perform clipping
if (props.getClipDamageToBounds() && !frame->pendingDirty.isEmpty()) {