Convert (almost) all remaining Apps to the new API which avoids memory leaks with Surfaces.
Remaining problematic Apps: 15. FBO 16. Star Wars (both leak Tree FBOs) 22. SurfaceView (does not work at all after going to background)
Separate the Postprocessing Effects to their own DistortedEffectsPostprocess queue.This partly breaks Multiblur (to be debugged)
New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.
Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.
Change the the render() API!
THis introduces some regressions with the Effects3D app.
Major: change of API.
Split DFramebuffer into Framebuffer and Screen; introduce the 'DistortedInputSurface' and 'DistortedOutputSurface' interfaces.
Separable Gaussian Blur with linear sampling done.
Linear sampling implemented - i.e. blurring by a (2N+1)x(2N+1) gaussian kernel (centeral pixel + N pixels in each direction) requires exactly 2N + (N%2==1 ? 4:2) texture fetches.
Separable Box blur (almost) works.
Try using OpenGL ES 3.0 everywhere (but if device does not support it, try creating 2.0 context - this is important because of the emulator!)
improve Postprocessing; new icon; minor things.
Postprocessing effects: remove support for Center
New 'Blur' App. Actual BLUR effect, of course, does not work.