Add support for render-ahead
For periods of time during which latency is less important
allow a client to request a deeper render-ahead pipeline.
The latency tradeoff results in less overall visual jank
Test: none, only used by macrobench
Change-Id: I516203b70bdc75b6415fa08bf9c4fb1b598b0102
diff --git a/libs/hwui/renderthread/OpenGLPipeline.cpp b/libs/hwui/renderthread/OpenGLPipeline.cpp
index 876af47..1925808 100644
--- a/libs/hwui/renderthread/OpenGLPipeline.cpp
+++ b/libs/hwui/renderthread/OpenGLPipeline.cpp
@@ -22,8 +22,8 @@
#include "GlLayer.h"
#include "OpenGLReadback.h"
#include "ProfileRenderer.h"
-#include "renderstate/RenderState.h"
#include "TreeInfo.h"
+#include "renderstate/RenderState.h"
#include <cutils/properties.h>
#include <strings.h>
@@ -203,8 +203,7 @@
bool OpenGLPipeline::createOrUpdateLayer(RenderNode* node,
const DamageAccumulator& damageAccumulator,
- bool wideColorGamut,
- ErrorHandler* errorHandler) {
+ bool wideColorGamut, ErrorHandler* errorHandler) {
RenderState& renderState = mRenderThread.renderState();
OffscreenBufferPool& layerPool = renderState.layerPool();
bool transformUpdateNeeded = false;