}
}
-void OpenGLRenderer::startTilingCurrentClip(bool opaque) {
+void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) {
if (!mSuppressTiling) {
const Snapshot* snapshot = currentSnapshot();
clip = &(snapshot->layer->clipRect);
}
- startTiling(*clip, getViewportHeight(), opaque);
+ startTiling(*clip, getViewportHeight(), opaque, expand);
}
}
-void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
+void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
if (!mSuppressTiling) {
- mCaches.startTiling(clip.left, windowHeight - clip.bottom,
+ if(expand) {
+ // Expand the startTiling region by 1
+ int leftNotZero = (clip.left > 0) ? 1 : 0;
+ int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
+
+ mCaches.startTiling(
+ clip.left - leftNotZero,
+ windowHeight - clip.bottom - topNotZero,
+ clip.right - clip.left + leftNotZero + 1,
+ clip.bottom - clip.top + topNotZero + 1,
+ opaque);
+ } else {
+ mCaches.startTiling(clip.left, windowHeight - clip.bottom,
clip.right - clip.left, clip.bottom - clip.top, opaque);
+ }
}
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
layer->getTexture(), 0);
- startTilingCurrentClip(true);
+ // Expand the startTiling region by 1
+ startTilingCurrentClip(true, true);
// Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
mCaches.enableScissor();
* This method needs to be invoked every time getTargetFbo() is
* bound again.
*/
- void startTilingCurrentClip(bool opaque = false);
+ void startTilingCurrentClip(bool opaque = false, bool expand = false);
/**
* Tells the GPU what part of the screen is about to be redrawn.
* This method needs to be invoked every time getTargetFbo() is
* bound again.
*/
- void startTiling(const Rect& clip, int windowHeight, bool opaque = false);
+ void startTiling(const Rect& clip, int windowHeight, bool opaque = false, bool expand = false);
/**
* Tells the GPU that we are done drawing the frame or that we