diff options
author | 2011-12-09 12:55:37 -0800 | |
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committer | 2011-12-09 12:55:37 -0800 | |
commit | 05bbde70fd2a3af737656b9f8c5a25b56429632e (patch) | |
tree | 9bfe33e07e50af451260807d67606d1b75e692f8 | |
parent | 9477c6e6581ce97976250951f33e1297604ac777 (diff) |
Free up resources by deleting shaders early on
Change-Id: I29a39775732c0a48d3e6823f7afa3e741cae8541
-rw-r--r-- | libs/hwui/Program.cpp | 68 | ||||
-rw-r--r-- | libs/hwui/Program.h | 13 | ||||
-rw-r--r-- | libs/hwui/Properties.h | 2 |
3 files changed, 47 insertions, 36 deletions
diff --git a/libs/hwui/Program.cpp b/libs/hwui/Program.cpp index 972dd87a5d71..516546f24a57 100644 --- a/libs/hwui/Program.cpp +++ b/libs/hwui/Program.cpp @@ -27,35 +27,45 @@ namespace uirenderer { Program::Program(const char* vertex, const char* fragment) { mInitialized = false; + mHasColorUniform = false; - vertexShader = buildShader(vertex, GL_VERTEX_SHADER); + GLuint vertexShader = buildShader(vertex, GL_VERTEX_SHADER); if (vertexShader) { - fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); + GLuint fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); if (fragmentShader) { - id = glCreateProgram(); - glAttachShader(id, vertexShader); - glAttachShader(id, fragmentShader); - glLinkProgram(id); + mProgramId = glCreateProgram(); + glAttachShader(mProgramId, vertexShader); + glAttachShader(mProgramId, fragmentShader); + glLinkProgram(mProgramId); GLint status; - glGetProgramiv(id, GL_LINK_STATUS, &status); + glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); if (status != GL_TRUE) { LOGE("Error while linking shaders:"); GLint infoLen = 0; - glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen); + glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar log[infoLen]; - glGetProgramInfoLog(id, infoLen, 0, &log[0]); + glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]); LOGE("%s", log); } - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); - glDeleteProgram(id); } else { mInitialized = true; } + + glDetachShader(mProgramId, vertexShader); + glDetachShader(mProgramId, fragmentShader); + + glDeleteShader(vertexShader); + glDeleteShader(fragmentShader); + + if (!mInitialized) { + glDeleteProgram(mProgramId); + } + } else { + glDeleteShader(vertexShader); } } @@ -69,36 +79,34 @@ Program::Program(const char* vertex, const char* fragment) { Program::~Program() { if (mInitialized) { - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); - glDeleteProgram(id); + glDeleteProgram(mProgramId); } } int Program::addAttrib(const char* name) { - int slot = glGetAttribLocation(id, name); - attributes.add(name, slot); + int slot = glGetAttribLocation(mProgramId, name); + mAttributes.add(name, slot); return slot; } int Program::getAttrib(const char* name) { - ssize_t index = attributes.indexOfKey(name); + ssize_t index = mAttributes.indexOfKey(name); if (index >= 0) { - return attributes.valueAt(index); + return mAttributes.valueAt(index); } return addAttrib(name); } int Program::addUniform(const char* name) { - int slot = glGetUniformLocation(id, name); - uniforms.add(name, slot); + int slot = glGetUniformLocation(mProgramId, name); + mUniforms.add(name, slot); return slot; } int Program::getUniform(const char* name) { - ssize_t index = uniforms.indexOfKey(name); + ssize_t index = mUniforms.indexOfKey(name); if (index >= 0) { - return uniforms.valueAt(index); + return mUniforms.valueAt(index); } return addUniform(name); } @@ -140,20 +148,24 @@ void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, } void Program::setColor(const float r, const float g, const float b, const float a) { - glUniform4f(getUniform("color"), r, g, b, a); + if (!mHasColorUniform) { + mColorUniform = getUniform("color"); + mHasColorUniform = false; + } + glUniform4f(mColorUniform, r, g, b, a); } void Program::use() { - glUseProgram(id); + glUseProgram(mProgramId); mUse = true; - glEnableVertexAttribArray(position); } void Program::remove() { mUse = false; - - glDisableVertexAttribArray(position); + // TODO: Is this necessary? It should not be since all of our shaders + // use slot 0 for the position attrib + // glDisableVertexAttribArray(position); } }; // namespace uirenderer diff --git a/libs/hwui/Program.h b/libs/hwui/Program.h index 764cb0583b24..edd12093f474 100644 --- a/libs/hwui/Program.h +++ b/libs/hwui/Program.h @@ -122,18 +122,17 @@ private: GLuint buildShader(const char* source, GLenum type); // Name of the OpenGL program - GLuint id; - - // Name of the shaders - GLuint vertexShader; - GLuint fragmentShader; + GLuint mProgramId; // Keeps track of attributes and uniforms slots - KeyedVector<const char*, int> attributes; - KeyedVector<const char*, int> uniforms; + KeyedVector<const char*, int> mAttributes; + KeyedVector<const char*, int> mUniforms; bool mUse; bool mInitialized; + + bool mHasColorUniform; + int mColorUniform; }; // class Program }; // namespace uirenderer diff --git a/libs/hwui/Properties.h b/libs/hwui/Properties.h index 8c01e3afcac1..47484d022a22 100644 --- a/libs/hwui/Properties.h +++ b/libs/hwui/Properties.h @@ -74,7 +74,7 @@ enum DebugLevel { #define PROPERTY_TEXT_WHITE_GAMMA_THRESHOLD "ro.text_gamma.white_threshold" // Converts a number of mega-bytes into bytes -#define MB(s) s * 1024 * 1024 +#define MB(s) (s * 1024 * 1024) #define DEFAULT_TEXTURE_CACHE_SIZE 24.0f #define DEFAULT_LAYER_CACHE_SIZE 16.0f |