Don't use full screen FBOs, this dramatically increase performance.
The next step will be to add an FBO cache to avoid churning memory on every
frame we draw. This change also adds support for drawBitmap(Bitmap, Matrix, Paint).
Change-Id: I7825cdcf0cad9bffe6219e05d8328a53d4a6e583
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index a698e79..bd5f84f 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -103,9 +103,9 @@
bool clipRect(float left, float top, float right, float bottom);
void drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint);
+ void drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint);
void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, float srcRight, float srcBottom,
- float dstLeft, float dstTop, float dstRight, float dstBottom,
- const SkMatrix* matrix, const SkPaint* paint);
+ float dstLeft, float dstTop, float dstRight, float dstBottom, const SkPaint* paint);
void drawColor(int color, SkXfermode::Mode mode);
void drawRect(float left, float top, float right, float bottom, const SkPaint* paint);