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Commit 715a89eb authored by Chet Haase's avatar Chet Haase Committed by Android (Google) Code Review
Browse files

Merge "Fix Caches singleton to avoid resource leaks"

parents 50ae1dc3 dd78ccac
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+1 −0
Original line number Diff line number Diff line
@@ -8,6 +8,7 @@ ifeq ($(USE_OPENGL_RENDERER),true)
		utils/SortedListImpl.cpp \
		FontRenderer.cpp \
		GammaFontRenderer.cpp \
		Caches.cpp \
		DisplayListRenderer.cpp \
		FboCache.cpp \
		GradientCache.cpp \

libs/hwui/Caches.cpp

0 → 100644
+77 −0
Original line number Diff line number Diff line
/*
 * Copyright (C) 2010 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#define LOG_TAG "OpenGLRenderer"

#include "Caches.h"

namespace android {

#ifdef USE_OPENGL_RENDERER
using namespace uirenderer;
ANDROID_SINGLETON_STATIC_INSTANCE(Caches);
#endif

namespace uirenderer {

///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////

Caches::Caches(): Singleton<Caches>(), blend(false), lastSrcMode(GL_ZERO),
        lastDstMode(GL_ZERO), currentProgram(NULL) {
    GLint maxTextureUnits;
    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
    if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
        LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
    }

    glGenBuffers(1, &meshBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, meshBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(gMeshVertices), gMeshVertices, GL_STATIC_DRAW);

    currentBuffer = meshBuffer;
}

/**
 * Binds the VBO used to render simple textured quads.
 */
void Caches::bindMeshBuffer() {
    bindMeshBuffer(meshBuffer);
}

/**
 * Binds the specified VBO.
 */
void Caches::bindMeshBuffer(const GLuint buffer) {
    if (currentBuffer != buffer) {
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        currentBuffer = buffer;
    }
}

/**
 * Unbinds the VBO used to render simple textured quads.
 */
void Caches::unbindMeshBuffer() {
    if (currentBuffer) {
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        currentBuffer = 0;
    }
}

}; // namespace uirenderer
}; // namespace android
+4 −45
Original line number Diff line number Diff line
@@ -75,52 +75,16 @@ struct CacheLogger {
///////////////////////////////////////////////////////////////////////////////

class Caches: public Singleton<Caches> {
    Caches(): Singleton<Caches>(), blend(false), lastSrcMode(GL_ZERO),
            lastDstMode(GL_ZERO), currentProgram(NULL) {
        GLint maxTextureUnits;
        glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
        if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
            LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
        }

        glGenBuffers(1, &meshBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, meshBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(gMeshVertices), gMeshVertices, GL_STATIC_DRAW);

        currentBuffer = meshBuffer;
    }
    Caches();

    friend class Singleton<Caches>;

    CacheLogger logger;

public:
    /**
     * Binds the VBO used to render simple textured quads.
     */
    inline void bindMeshBuffer() {
        bindMeshBuffer(meshBuffer);
    }

    /**
     * Binds the specified VBO.
     */
    inline void bindMeshBuffer(const GLuint buffer) {
        if (currentBuffer != buffer) {
            glBindBuffer(GL_ARRAY_BUFFER, buffer);
            currentBuffer = buffer;
        }
    }

    /**
     * Unbinds the VBO used to render simple textured quads.
     */
    inline void unbindMeshBuffer() {
        if (currentBuffer) {
            glBindBuffer(GL_ARRAY_BUFFER, 0);
            currentBuffer = 0;
        }
    }
    void bindMeshBuffer();
    void bindMeshBuffer(const GLuint buffer);
    void unbindMeshBuffer();

    bool blend;
    GLenum lastSrcMode;
@@ -146,11 +110,6 @@ public:

}; // namespace uirenderer

#ifdef USE_OPENGL_RENDERER
using namespace uirenderer;
ANDROID_SINGLETON_STATIC_INSTANCE(Caches);
#endif

}; // namespace android

#endif // ANDROID_UI_CACHES_H