Make embedded hardware layers work.
Bug #3369474
Change-Id: Ib6d7fb44eedda9dc2933b5e1b176f307968af91d
diff --git a/libs/hwui/LayerRenderer.cpp b/libs/hwui/LayerRenderer.cpp
index e6bea78..a167429 100644
--- a/libs/hwui/LayerRenderer.cpp
+++ b/libs/hwui/LayerRenderer.cpp
@@ -29,7 +29,6 @@
void LayerRenderer::prepare(bool opaque) {
LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->fbo);
- glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &mPreviousFbo);
glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo);
OpenGLRenderer::prepare(opaque);
@@ -37,11 +36,17 @@
void LayerRenderer::finish() {
OpenGLRenderer::finish();
- glBindFramebuffer(GL_FRAMEBUFFER, mPreviousFbo);
generateMesh();
LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->mFbo);
+
+ // No need to unbind our FBO, this will be taken care of by the caller
+ // who will invoke OpenGLRenderer::resume()
+}
+
+GLint LayerRenderer::getTargetFbo() {
+ return mLayer->fbo;
}
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