Fix regression with hardware layers.
The renderer was checking whether the layer's region is a rect to
draw it with a simple quad. This test was done against the layer's
region structure, which was cleared after generating the mesh.
Unfortunately Region::isRect() returns true when the region is
empty, which was causing the renderer to always use a quad to
draw a mesh on screen.
Change-Id: If4b874579ee0cedcb67367c9efa5c0c98ca55231
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index b06bbd0..92aa4bd 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1568,29 +1568,31 @@
#if RENDER_LAYERS_AS_REGIONS
- if (layer->region.isRect()) {
- const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
- composeLayerRect(layer, r);
- } else if (!layer->region.isEmpty() && layer->mesh) {
- const Rect& rect = layer->layer;
+ if (!layer->region.isEmpty()) {
+ if (layer->region.isRect()) {
+ const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
+ composeLayerRect(layer, r);
+ } else if (layer->mesh) {
+ const Rect& rect = layer->layer;
- setupDraw();
- setupDrawWithTexture();
- setupDrawColor(alpha, alpha, alpha, alpha);
- setupDrawColorFilter();
- setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
- setupDrawProgram();
- setupDrawDirtyRegionsDisabled();
- setupDrawPureColorUniforms();
- setupDrawColorFilterUniforms();
- setupDrawTexture(layer->texture);
- setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
- setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
+ setupDraw();
+ setupDrawWithTexture();
+ setupDrawColor(alpha, alpha, alpha, alpha);
+ setupDrawColorFilter();
+ setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false);
+ setupDrawProgram();
+ setupDrawDirtyRegionsDisabled();
+ setupDrawPureColorUniforms();
+ setupDrawColorFilterUniforms();
+ setupDrawTexture(layer->texture);
+ setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
+ setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
- glDrawElements(GL_TRIANGLES, layer->meshElementCount,
- GL_UNSIGNED_SHORT, layer->meshIndices);
+ glDrawElements(GL_TRIANGLES, layer->meshElementCount,
+ GL_UNSIGNED_SHORT, layer->meshIndices);
- finishDrawTexture();
+ finishDrawTexture();
+ }
}
#else
const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());