Use a VBO when drawing blurs
Until now, we were uploading the vertex and uv data for every draw call,
this is not great. This CL created a packed vertex buffer, uploads it
to the graphics card and reuses it.
Test: SurfaceFlinger_tests
Test: manual
Bug: 149792636
Change-Id: Iee72a9a815a8ea43880a21c1b4c61320dea20dff
diff --git a/libs/renderengine/Android.bp b/libs/renderengine/Android.bp
index 1075f16..eb6080f 100644
--- a/libs/renderengine/Android.bp
+++ b/libs/renderengine/Android.bp
@@ -55,6 +55,7 @@
"gl/GLShadowTexture.cpp",
"gl/GLShadowVertexGenerator.cpp",
"gl/GLSkiaShadowPort.cpp",
+ "gl/GLVertexBuffer.cpp",
"gl/ImageManager.cpp",
"gl/Program.cpp",
"gl/ProgramCache.cpp",