Chet Haase dd78ccacff Fix Caches singleton to avoid resource leaks
The declaration of Singleton objects must be in CPP files (not header
files) to avoid creating separate instances of what is supposedly a
single object.

Change-Id: Ie903384824a458b5572f3ce5b6cfb359c18a9c44
2010-10-24 12:27:22 -07:00

78 lines
2.1 KiB
C++

/*
* 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