am ba43e0a1: Merge "SurfaceFlinger: remove all GLES scissor calls." into jb-dev
* commit 'ba43e0a1faee9629ca2d0beb53dd6c44bb9bfd05':
SurfaceFlinger: remove all GLES scissor calls.
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index f4779e7..25e80d7 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -960,7 +960,6 @@
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
static int toggle = 0;
toggle = 1 - toggle;
@@ -1819,7 +1818,6 @@
// redraw the screen entirely...
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_TEXTURE_2D);
- glDisable(GL_SCISSOR_TEST);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
@@ -1835,7 +1833,6 @@
// back to main framebuffer
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
- glDisable(GL_SCISSOR_TEST);
glDeleteFramebuffersOES(1, &name);
*textureName = tname;
@@ -2048,7 +2045,6 @@
glDeleteTextures(1, &tname);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
return NO_ERROR;
}
@@ -2200,7 +2196,6 @@
glDeleteTextures(1, &tname);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
return NO_ERROR;
}
@@ -2228,7 +2223,6 @@
// always clear the whole screen at the end of the animation
glClearColor(0,0,0,1);
- glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
hw.flip( Region(hw.bounds()) );
@@ -2366,7 +2360,6 @@
// invert everything, b/c glReadPixel() below will invert the FB
glViewport(0, 0, sw, sh);
- glScissor(0, 0, sw, sh);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
@@ -2390,10 +2383,6 @@
}
}
- // XXX: this is needed on tegra
- glEnable(GL_SCISSOR_TEST);
- glScissor(0, 0, sw, sh);
-
// check for errors and return screen capture
if (glGetError() != GL_NO_ERROR) {
// error while rendering
@@ -2419,7 +2408,6 @@
result = NO_MEMORY;
}
}
- glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, hw_w, hw_h);
glMatrixMode(GL_PROJECTION);
glPopMatrix();