Chris Craik 8ecf41c61a Add temporary layer alpha fallback to OpReorderer
Also adds logic to clip temporary layers to viewport both for
efficiency and to allow large ones (such as the fallback case) to fit
in max texture size.

Change-Id: Iee51495220f5ca1dc7e6f5fd3615db2e896efd74
2015-11-17 14:50:49 -08:00

50 lines
1.3 KiB
C++

/*
* Copyright (C) 2015 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.
*/
#include <DeviceInfo.h>
#include "Extensions.h"
#include <GLES2/gl2.h>
#include <log/log.h>
#include <thread>
#include <mutex>
namespace android {
namespace uirenderer {
static DeviceInfo* sDeviceInfo = nullptr;
static std::once_flag sInitializedFlag;
const DeviceInfo* DeviceInfo::get() {
LOG_ALWAYS_FATAL_IF(!sDeviceInfo, "DeviceInfo not yet initialized.");
return sDeviceInfo;
}
void DeviceInfo::initialize() {
std::call_once(sInitializedFlag, []() {
sDeviceInfo = new DeviceInfo();
sDeviceInfo->load();
});
}
void DeviceInfo::load() {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
}
} /* namespace uirenderer */
} /* namespace android */