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author Romain Guy <romainguy@google.com> 2010-07-08 11:48:34 -0700
committer Android (Google) Code Review <android-gerrit@google.com> 2010-07-08 11:48:34 -0700
commit818505aa3035c57b6b419343814135fdbb501bc2 (patch)
treeb94525a8a1e84231b3683ee480d80ae2bedcbe19 /libs/hwui/LayerCache.cpp
parenta3dcc4cc7e1ee78b270a4590d79c1ef7dafc705f (diff)
parentf18fd99b5c182329cd8936a9611f0103d8ece44a (diff)
Merge "Create FBOs in LayerCache."
Diffstat (limited to 'libs/hwui/LayerCache.cpp')
-rw-r--r--libs/hwui/LayerCache.cpp48
1 files changed, 47 insertions, 1 deletions
diff --git a/libs/hwui/LayerCache.cpp b/libs/hwui/LayerCache.cpp
index 882ad8388b9a..bcda45e74e14 100644
--- a/libs/hwui/LayerCache.cpp
+++ b/libs/hwui/LayerCache.cpp
@@ -18,6 +18,8 @@
#include <GLES2/gl2.h>
+#include <utils/Log.h>
+
#include "LayerCache.h"
namespace android {
@@ -84,11 +86,55 @@ void LayerCache::clear() {
mCache.setOnEntryRemovedListener(NULL);
}
-Layer* LayerCache::get(LayerSize& size) {
+Layer* LayerCache::get(LayerSize& size, GLuint previousFbo) {
Layer* layer = mCache.remove(size);
if (layer) {
+ LAYER_LOGD("Reusing layer");
+
mSize -= layer->layer.getWidth() * layer->layer.getHeight() * 4;
+ } else {
+ LAYER_LOGD("Creating new layer");
+
+ layer = new Layer;
+ layer->blend = true;
+
+ // Generate the FBO and attach the texture
+ glGenFramebuffers(1, &layer->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
+
+ // Generate the texture in which the FBO will draw
+ glGenTextures(1, &layer->texture);
+ glBindTexture(GL_TEXTURE_2D, layer->texture);
+
+ // The FBO will not be scaled, so we can use lower quality filtering
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width, size.height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Bind texture to FBO
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ layer->texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
+
+ glDeleteFramebuffers(1, &layer->fbo);
+ glDeleteTextures(1, &layer->texture);
+ delete layer;
+
+ return NULL;
+ }
}
+
return layer;
}