diff options
Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
| -rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp index ac4e71dbd145..545d3b6270ec 100644 --- a/libs/hwui/OpenGLRenderer.cpp +++ b/libs/hwui/OpenGLRenderer.cpp @@ -1795,7 +1795,8 @@ void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { GL_FALSE, &transform.data[0]); } -void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { +void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, + const GLvoid* texCoords, GLuint vbo) { bool force = false; if (!vertices || vbo) { force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); @@ -1811,7 +1812,8 @@ void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint v mCaches.unbindIndicesBuffer(); } -void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { +void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, + const GLvoid* texCoords, const GLvoid* colors) { bool force = mCaches.unbindMeshBuffer(); GLsizei stride = sizeof(ColorTextureVertex); @@ -1828,7 +1830,8 @@ void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* mCaches.unbindIndicesBuffer(); } -void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { +void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, + const GLvoid* texCoords, GLuint vbo) { bool force = false; // If vbo is != 0 we want to treat the vertices parameter as an offset inside // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to @@ -2049,8 +2052,9 @@ status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int mes const uint32_t count = meshWidth * meshHeight * 6; - ColorTextureVertex mesh[count]; - ColorTextureVertex* vertex = mesh; + Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr + mesh.setCapacity(count); + ColorTextureVertex* vertex = mesh.editArray(); bool cleanupColors = false; if (!colors) { |