// if not everything below us is covered, we plug the holes!
Region holes(clip.subtract(under));
if (!holes.isEmpty()) {
- clearWithOpenGL(hw, holes, 0, 0, 0, 1);
+ clearWithOpenGL(hw, 0, 0, 0, 1);
}
return;
}
void Layer::clearWithOpenGL(const sp<const DisplayDevice>& hw,
- const Region& /* clip */, float red, float green, float blue,
+ float red, float green, float blue,
float alpha) const
{
RenderEngine& engine(mFlinger->getRenderEngine());
}
void Layer::clearWithOpenGL(
- const sp<const DisplayDevice>& hw, const Region& clip) const {
- clearWithOpenGL(hw, clip, 0,0,0,0);
+ const sp<const DisplayDevice>& hw) const {
+ clearWithOpenGL(hw, 0,0,0,0);
}
void Layer::drawWithOpenGL(const sp<const DisplayDevice>& hw,
#endif
// -----------------------------------------------------------------------
- void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip) const;
+ void clearWithOpenGL(const sp<const DisplayDevice>& hw) const;
void setFiltering(bool filtering);
bool getFiltering() const;
static bool getOpacityForFormat(uint32_t format);
// drawing
- void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
+ void clearWithOpenGL(const sp<const DisplayDevice>& hw,
float r, float g, float b, float alpha) const;
void drawWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
bool useIdentityTransform) const;
&& hasClientComposition) {
// never clear the very first layer since we're
// guaranteed the FB is already cleared
- layer->clearWithOpenGL(displayDevice, clip);
+ layer->clearWithOpenGL(displayDevice);
}
break;
}