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