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Instead of allocating a separate renderTarget and switching between them on each draw the new implementation follows the same pattern that the old HWUI renderer used. The area of the layer is now copied to a buffer on the GPU, the area is then cleared, rendered as normal, and finally the texture is redrawn using dst_over blending. This results in no render target switches and is considerably faster on most hardware. This CL also addresses initial bugs where the fading edge effect was impacting neighboring pixels when the matrix contained fractional values. Bug: 129117085 Test: skia unit tests and test cases described in the bug Change-Id: I9d898faf12fadc2a99d57de513d6a96d42733cdb