don't attempt to clip layers anymore using glScissor

this seems to hurt performance on some GPU. this change
might negatively affect performance on other GPUs though, but
probably in less time-sensitive cases. If this becomes a
problem it might become necessary to pre-clip the geometry
(so that we don't have to use glScissor).

This improves the rotation animation quite a bit.

Change-Id: I5dbe1286f7ad858ef2c1e1ad9a07ee3f26c0b1f3
diff --git a/services/surfaceflinger/LayerBase.h b/services/surfaceflinger/LayerBase.h
index cecc885..d123d9b 100644
--- a/services/surfaceflinger/LayerBase.h
+++ b/services/surfaceflinger/LayerBase.h
@@ -100,7 +100,6 @@
             uint32_t setTransactionFlags(uint32_t flags);
             
             Rect visibleBounds() const;
-            void drawRegion(const Region& reg) const;
 
     virtual sp<LayerBaseClient> getLayerBaseClient() const { return 0; }
     virtual sp<Layer> getLayer() const { return 0; }
@@ -260,6 +259,7 @@
                 int32_t         mPlaneOrientation;
                 Transform       mTransform;
                 GLfloat         mVertices[4][2];
+                size_t          mNumVertices;
                 Rect            mTransformedBounds;
             
                 // these are protected by an external lock