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
78 lines
2.1 KiB
C++
78 lines
2.1 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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currentBuffer = meshBuffer;
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}
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/**
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* Binds the VBO used to render simple textured quads.
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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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/**
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* Binds the specified VBO.
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*/
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void Caches::bindMeshBuffer(const GLuint buffer) {
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if (currentBuffer != buffer) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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currentBuffer = buffer;
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}
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}
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/**
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* Unbinds the VBO used to render simple textured quads.
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*/
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void Caches::unbindMeshBuffer() {
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if (currentBuffer) {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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currentBuffer = 0;
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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