Loading libs/hwui/Program.cpp +40 −28 Original line number Diff line number Diff line Loading @@ -27,35 +27,45 @@ namespace uirenderer { Program::Program(const char* vertex, const char* fragment) { mInitialized = false; mHasColorUniform = false; vertexShader = buildShader(vertex, GL_VERTEX_SHADER); GLuint vertexShader = buildShader(vertex, GL_VERTEX_SHADER); if (vertexShader) { fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); GLuint fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); if (fragmentShader) { id = glCreateProgram(); glAttachShader(id, vertexShader); glAttachShader(id, fragmentShader); glLinkProgram(id); mProgramId = glCreateProgram(); glAttachShader(mProgramId, vertexShader); glAttachShader(mProgramId, fragmentShader); glLinkProgram(mProgramId); GLint status; glGetProgramiv(id, GL_LINK_STATUS, &status); glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); if (status != GL_TRUE) { LOGE("Error while linking shaders:"); GLint infoLen = 0; glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen); glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar log[infoLen]; glGetProgramInfoLog(id, infoLen, 0, &log[0]); glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]); LOGE("%s", log); } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(id); } else { mInitialized = true; } glDetachShader(mProgramId, vertexShader); glDetachShader(mProgramId, fragmentShader); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); if (!mInitialized) { glDeleteProgram(mProgramId); } } else { glDeleteShader(vertexShader); } } Loading @@ -69,36 +79,34 @@ Program::Program(const char* vertex, const char* fragment) { Program::~Program() { if (mInitialized) { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(id); glDeleteProgram(mProgramId); } } int Program::addAttrib(const char* name) { int slot = glGetAttribLocation(id, name); attributes.add(name, slot); int slot = glGetAttribLocation(mProgramId, name); mAttributes.add(name, slot); return slot; } int Program::getAttrib(const char* name) { ssize_t index = attributes.indexOfKey(name); ssize_t index = mAttributes.indexOfKey(name); if (index >= 0) { return attributes.valueAt(index); return mAttributes.valueAt(index); } return addAttrib(name); } int Program::addUniform(const char* name) { int slot = glGetUniformLocation(id, name); uniforms.add(name, slot); int slot = glGetUniformLocation(mProgramId, name); mUniforms.add(name, slot); return slot; } int Program::getUniform(const char* name) { ssize_t index = uniforms.indexOfKey(name); ssize_t index = mUniforms.indexOfKey(name); if (index >= 0) { return uniforms.valueAt(index); return mUniforms.valueAt(index); } return addUniform(name); } Loading Loading @@ -140,20 +148,24 @@ void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, } void Program::setColor(const float r, const float g, const float b, const float a) { glUniform4f(getUniform("color"), r, g, b, a); if (!mHasColorUniform) { mColorUniform = getUniform("color"); mHasColorUniform = false; } glUniform4f(mColorUniform, r, g, b, a); } void Program::use() { glUseProgram(id); glUseProgram(mProgramId); mUse = true; glEnableVertexAttribArray(position); } void Program::remove() { mUse = false; glDisableVertexAttribArray(position); // TODO: Is this necessary? It should not be since all of our shaders // use slot 0 for the position attrib // glDisableVertexAttribArray(position); } }; // namespace uirenderer Loading libs/hwui/Program.h +6 −7 Original line number Diff line number Diff line Loading @@ -122,18 +122,17 @@ private: GLuint buildShader(const char* source, GLenum type); // Name of the OpenGL program GLuint id; // Name of the shaders GLuint vertexShader; GLuint fragmentShader; GLuint mProgramId; // Keeps track of attributes and uniforms slots KeyedVector<const char*, int> attributes; KeyedVector<const char*, int> uniforms; KeyedVector<const char*, int> mAttributes; KeyedVector<const char*, int> mUniforms; bool mUse; bool mInitialized; bool mHasColorUniform; int mColorUniform; }; // class Program }; // namespace uirenderer Loading libs/hwui/Properties.h +1 −1 Original line number Diff line number Diff line Loading @@ -74,7 +74,7 @@ enum DebugLevel { #define PROPERTY_TEXT_WHITE_GAMMA_THRESHOLD "ro.text_gamma.white_threshold" // Converts a number of mega-bytes into bytes #define MB(s) s * 1024 * 1024 #define MB(s) (s * 1024 * 1024) #define DEFAULT_TEXTURE_CACHE_SIZE 24.0f #define DEFAULT_LAYER_CACHE_SIZE 16.0f Loading Loading
libs/hwui/Program.cpp +40 −28 Original line number Diff line number Diff line Loading @@ -27,35 +27,45 @@ namespace uirenderer { Program::Program(const char* vertex, const char* fragment) { mInitialized = false; mHasColorUniform = false; vertexShader = buildShader(vertex, GL_VERTEX_SHADER); GLuint vertexShader = buildShader(vertex, GL_VERTEX_SHADER); if (vertexShader) { fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); GLuint fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); if (fragmentShader) { id = glCreateProgram(); glAttachShader(id, vertexShader); glAttachShader(id, fragmentShader); glLinkProgram(id); mProgramId = glCreateProgram(); glAttachShader(mProgramId, vertexShader); glAttachShader(mProgramId, fragmentShader); glLinkProgram(mProgramId); GLint status; glGetProgramiv(id, GL_LINK_STATUS, &status); glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); if (status != GL_TRUE) { LOGE("Error while linking shaders:"); GLint infoLen = 0; glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen); glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar log[infoLen]; glGetProgramInfoLog(id, infoLen, 0, &log[0]); glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]); LOGE("%s", log); } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(id); } else { mInitialized = true; } glDetachShader(mProgramId, vertexShader); glDetachShader(mProgramId, fragmentShader); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); if (!mInitialized) { glDeleteProgram(mProgramId); } } else { glDeleteShader(vertexShader); } } Loading @@ -69,36 +79,34 @@ Program::Program(const char* vertex, const char* fragment) { Program::~Program() { if (mInitialized) { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(id); glDeleteProgram(mProgramId); } } int Program::addAttrib(const char* name) { int slot = glGetAttribLocation(id, name); attributes.add(name, slot); int slot = glGetAttribLocation(mProgramId, name); mAttributes.add(name, slot); return slot; } int Program::getAttrib(const char* name) { ssize_t index = attributes.indexOfKey(name); ssize_t index = mAttributes.indexOfKey(name); if (index >= 0) { return attributes.valueAt(index); return mAttributes.valueAt(index); } return addAttrib(name); } int Program::addUniform(const char* name) { int slot = glGetUniformLocation(id, name); uniforms.add(name, slot); int slot = glGetUniformLocation(mProgramId, name); mUniforms.add(name, slot); return slot; } int Program::getUniform(const char* name) { ssize_t index = uniforms.indexOfKey(name); ssize_t index = mUniforms.indexOfKey(name); if (index >= 0) { return uniforms.valueAt(index); return mUniforms.valueAt(index); } return addUniform(name); } Loading Loading @@ -140,20 +148,24 @@ void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, } void Program::setColor(const float r, const float g, const float b, const float a) { glUniform4f(getUniform("color"), r, g, b, a); if (!mHasColorUniform) { mColorUniform = getUniform("color"); mHasColorUniform = false; } glUniform4f(mColorUniform, r, g, b, a); } void Program::use() { glUseProgram(id); glUseProgram(mProgramId); mUse = true; glEnableVertexAttribArray(position); } void Program::remove() { mUse = false; glDisableVertexAttribArray(position); // TODO: Is this necessary? It should not be since all of our shaders // use slot 0 for the position attrib // glDisableVertexAttribArray(position); } }; // namespace uirenderer Loading
libs/hwui/Program.h +6 −7 Original line number Diff line number Diff line Loading @@ -122,18 +122,17 @@ private: GLuint buildShader(const char* source, GLenum type); // Name of the OpenGL program GLuint id; // Name of the shaders GLuint vertexShader; GLuint fragmentShader; GLuint mProgramId; // Keeps track of attributes and uniforms slots KeyedVector<const char*, int> attributes; KeyedVector<const char*, int> uniforms; KeyedVector<const char*, int> mAttributes; KeyedVector<const char*, int> mUniforms; bool mUse; bool mInitialized; bool mHasColorUniform; int mColorUniform; }; // class Program }; // namespace uirenderer Loading
libs/hwui/Properties.h +1 −1 Original line number Diff line number Diff line Loading @@ -74,7 +74,7 @@ enum DebugLevel { #define PROPERTY_TEXT_WHITE_GAMMA_THRESHOLD "ro.text_gamma.white_threshold" // Converts a number of mega-bytes into bytes #define MB(s) s * 1024 * 1024 #define MB(s) (s * 1024 * 1024) #define DEFAULT_TEXTURE_CACHE_SIZE 24.0f #define DEFAULT_LAYER_CACHE_SIZE 16.0f Loading