Loading libs/renderengine/gl/filters/BlurFilter.cpp +4 −2 Original line number Original line Diff line number Diff line Loading @@ -69,7 +69,10 @@ status_t BlurFilter::setAsDrawTarget(const DisplaySettings& display, uint32_t ra ATRACE_NAME("BlurFilter::setAsDrawTarget"); ATRACE_NAME("BlurFilter::setAsDrawTarget"); mRadius = radius; mRadius = radius; if (!mTexturesAllocated) { if (mDisplayWidth < display.physicalDisplay.width() || mDisplayHeight < display.physicalDisplay.height()) { ATRACE_NAME("BlurFilter::allocatingTextures"); mDisplayWidth = display.physicalDisplay.width(); mDisplayWidth = display.physicalDisplay.width(); mDisplayHeight = display.physicalDisplay.height(); mDisplayHeight = display.physicalDisplay.height(); mCompositionFbo.allocateBuffers(mDisplayWidth, mDisplayHeight); mCompositionFbo.allocateBuffers(mDisplayWidth, mDisplayHeight); Loading @@ -78,7 +81,6 @@ status_t BlurFilter::setAsDrawTarget(const DisplaySettings& display, uint32_t ra const uint32_t fboHeight = floorf(mDisplayHeight * kFboScale); const uint32_t fboHeight = floorf(mDisplayHeight * kFboScale); mPingFbo.allocateBuffers(fboWidth, fboHeight); mPingFbo.allocateBuffers(fboWidth, fboHeight); mPongFbo.allocateBuffers(fboWidth, fboHeight); mPongFbo.allocateBuffers(fboWidth, fboHeight); mTexturesAllocated = true; if (mPingFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) { if (mPingFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) { ALOGE("Invalid ping buffer"); ALOGE("Invalid ping buffer"); Loading libs/renderengine/gl/filters/BlurFilter.h +2 −3 Original line number Original line Diff line number Diff line Loading @@ -67,11 +67,10 @@ private: // Frame buffers holding the blur passes. // Frame buffers holding the blur passes. GLFramebuffer mPingFbo; GLFramebuffer mPingFbo; GLFramebuffer mPongFbo; GLFramebuffer mPongFbo; uint32_t mDisplayWidth; uint32_t mDisplayWidth = 0; uint32_t mDisplayHeight; uint32_t mDisplayHeight = 0; // Buffer holding the final blur pass. // Buffer holding the final blur pass. GLFramebuffer* mLastDrawTarget; GLFramebuffer* mLastDrawTarget; bool mTexturesAllocated = false; // VBO containing vertex and uv data of a fullscreen triangle. // VBO containing vertex and uv data of a fullscreen triangle. GLVertexBuffer mMeshBuffer; GLVertexBuffer mMeshBuffer; Loading Loading
libs/renderengine/gl/filters/BlurFilter.cpp +4 −2 Original line number Original line Diff line number Diff line Loading @@ -69,7 +69,10 @@ status_t BlurFilter::setAsDrawTarget(const DisplaySettings& display, uint32_t ra ATRACE_NAME("BlurFilter::setAsDrawTarget"); ATRACE_NAME("BlurFilter::setAsDrawTarget"); mRadius = radius; mRadius = radius; if (!mTexturesAllocated) { if (mDisplayWidth < display.physicalDisplay.width() || mDisplayHeight < display.physicalDisplay.height()) { ATRACE_NAME("BlurFilter::allocatingTextures"); mDisplayWidth = display.physicalDisplay.width(); mDisplayWidth = display.physicalDisplay.width(); mDisplayHeight = display.physicalDisplay.height(); mDisplayHeight = display.physicalDisplay.height(); mCompositionFbo.allocateBuffers(mDisplayWidth, mDisplayHeight); mCompositionFbo.allocateBuffers(mDisplayWidth, mDisplayHeight); Loading @@ -78,7 +81,6 @@ status_t BlurFilter::setAsDrawTarget(const DisplaySettings& display, uint32_t ra const uint32_t fboHeight = floorf(mDisplayHeight * kFboScale); const uint32_t fboHeight = floorf(mDisplayHeight * kFboScale); mPingFbo.allocateBuffers(fboWidth, fboHeight); mPingFbo.allocateBuffers(fboWidth, fboHeight); mPongFbo.allocateBuffers(fboWidth, fboHeight); mPongFbo.allocateBuffers(fboWidth, fboHeight); mTexturesAllocated = true; if (mPingFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) { if (mPingFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) { ALOGE("Invalid ping buffer"); ALOGE("Invalid ping buffer"); Loading
libs/renderengine/gl/filters/BlurFilter.h +2 −3 Original line number Original line Diff line number Diff line Loading @@ -67,11 +67,10 @@ private: // Frame buffers holding the blur passes. // Frame buffers holding the blur passes. GLFramebuffer mPingFbo; GLFramebuffer mPingFbo; GLFramebuffer mPongFbo; GLFramebuffer mPongFbo; uint32_t mDisplayWidth; uint32_t mDisplayWidth = 0; uint32_t mDisplayHeight; uint32_t mDisplayHeight = 0; // Buffer holding the final blur pass. // Buffer holding the final blur pass. GLFramebuffer* mLastDrawTarget; GLFramebuffer* mLastDrawTarget; bool mTexturesAllocated = false; // VBO containing vertex and uv data of a fullscreen triangle. // VBO containing vertex and uv data of a fullscreen triangle. GLVertexBuffer mMeshBuffer; GLVertexBuffer mMeshBuffer; Loading