This optimization is currently disabled until Launcher is modified to take advantage of it. The optimization can be enabled by turning on RENDER_LAYERS_AS_REGIONS in the OpenGLRenderer.h file. Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
110 lines
3.5 KiB
C++
110 lines
3.5 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#include "Caches.h"
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namespace android {
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#ifdef USE_OPENGL_RENDERER
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using namespace uirenderer;
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ANDROID_SINGLETON_STATIC_INSTANCE(Caches);
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#endif
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Constructors/destructor
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///////////////////////////////////////////////////////////////////////////////
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Caches::Caches(): Singleton<Caches>(), blend(false), lastSrcMode(GL_ZERO),
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lastDstMode(GL_ZERO), currentProgram(NULL) {
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GLint maxTextureUnits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
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if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
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LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
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}
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glGenBuffers(1, &meshBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, meshBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(gMeshVertices), gMeshVertices, GL_STATIC_DRAW);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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mCurrentBuffer = meshBuffer;
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mRegionMesh = NULL;
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}
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Caches::~Caches() {
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delete[] mRegionMesh;
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}
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///////////////////////////////////////////////////////////////////////////////
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// VBO
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///////////////////////////////////////////////////////////////////////////////
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void Caches::bindMeshBuffer() {
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bindMeshBuffer(meshBuffer);
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}
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void Caches::bindMeshBuffer(const GLuint buffer) {
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if (mCurrentBuffer != buffer) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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mCurrentBuffer = buffer;
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}
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}
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void Caches::unbindMeshBuffer() {
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if (mCurrentBuffer) {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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mCurrentBuffer = 0;
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}
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}
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TextureVertex* Caches::getRegionMesh() {
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// Create the mesh, 2 triangles and 4 vertices per rectangle in the region
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if (!mRegionMesh) {
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mRegionMesh = new TextureVertex[REGION_MESH_QUAD_COUNT * 4];
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uint16_t* regionIndices = new uint16_t[REGION_MESH_QUAD_COUNT * 6];
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for (int i = 0; i < REGION_MESH_QUAD_COUNT; i++) {
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uint16_t quad = i * 4;
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int index = i * 6;
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regionIndices[index ] = quad; // top-left
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regionIndices[index + 1] = quad + 1; // top-right
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regionIndices[index + 2] = quad + 2; // bottom-left
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regionIndices[index + 3] = quad + 2; // bottom-left
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regionIndices[index + 4] = quad + 1; // top-right
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regionIndices[index + 5] = quad + 3; // bottom-right
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}
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glGenBuffers(1, &mRegionMeshIndices);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mRegionMeshIndices);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, REGION_MESH_QUAD_COUNT * 6 * sizeof(uint16_t),
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regionIndices, GL_STATIC_DRAW);
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delete[] regionIndices;
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} else {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mRegionMeshIndices);
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}
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return mRegionMesh;
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}
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}; // namespace uirenderer
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}; // namespace android
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