Update 'DisplayList' vs 'RenderNode' naming in several places
Change-Id: I635c6627d098b661fb9b0ba1bd42fa6d7277d287
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index e1dfeae..afb65a6 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -474,8 +474,8 @@
///////////////////////////////////////////////////////////////////////////////
bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
- if (layer->deferredUpdateScheduled && layer->renderer &&
- layer->displayList.get() && layer->displayList->isRenderable()) {
+ if (layer->deferredUpdateScheduled && layer->renderer
+ && layer->renderNode.get() && layer->renderNode->isRenderable()) {
ATRACE_CALL();
Rect& dirty = layer->dirtyRect;
@@ -1931,25 +1931,24 @@
// Drawing
///////////////////////////////////////////////////////////////////////////////
-status_t OpenGLRenderer::drawDisplayList(RenderNode* displayList, Rect& dirty,
- int32_t replayFlags) {
+status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
status_t status;
// All the usual checks and setup operations (quickReject, setupDraw, etc.)
// will be performed by the display list itself
- if (displayList && displayList->isRenderable()) {
+ if (renderNode && renderNode->isRenderable()) {
// compute 3d ordering
- displayList->computeOrdering();
+ renderNode->computeOrdering();
if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
status = startFrame();
ReplayStateStruct replayStruct(*this, dirty, replayFlags);
- displayList->replay(replayStruct, 0);
+ renderNode->replay(replayStruct, 0);
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);
+ renderNode->defer(deferStruct, 0);
flushLayers();
status = startFrame();