Free up resources by deleting shaders early on
Change-Id: I29a39775732c0a48d3e6823f7afa3e741cae8541
This commit is contained in:
@@ -27,35 +27,45 @@ namespace uirenderer {
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Program::Program(const char* vertex, const char* fragment) {
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mInitialized = false;
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mHasColorUniform = false;
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vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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GLuint vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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if (vertexShader) {
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fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
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GLuint fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
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if (fragmentShader) {
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id = glCreateProgram();
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glAttachShader(id, vertexShader);
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glAttachShader(id, fragmentShader);
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glLinkProgram(id);
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mProgramId = glCreateProgram();
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glAttachShader(mProgramId, vertexShader);
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glAttachShader(mProgramId, fragmentShader);
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glLinkProgram(mProgramId);
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GLint status;
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glGetProgramiv(id, GL_LINK_STATUS, &status);
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glGetProgramiv(mProgramId, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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LOGE("Error while linking shaders:");
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GLint infoLen = 0;
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glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen);
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glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1) {
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GLchar log[infoLen];
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glGetProgramInfoLog(id, infoLen, 0, &log[0]);
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glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]);
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LOGE("%s", log);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glDeleteProgram(id);
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} else {
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mInitialized = true;
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}
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glDetachShader(mProgramId, vertexShader);
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glDetachShader(mProgramId, fragmentShader);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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if (!mInitialized) {
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glDeleteProgram(mProgramId);
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}
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} else {
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glDeleteShader(vertexShader);
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}
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}
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@@ -69,36 +79,34 @@ Program::Program(const char* vertex, const char* fragment) {
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Program::~Program() {
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if (mInitialized) {
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glDeleteProgram(id);
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glDeleteProgram(mProgramId);
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}
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}
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int Program::addAttrib(const char* name) {
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int slot = glGetAttribLocation(id, name);
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attributes.add(name, slot);
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int slot = glGetAttribLocation(mProgramId, name);
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mAttributes.add(name, slot);
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return slot;
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}
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int Program::getAttrib(const char* name) {
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ssize_t index = attributes.indexOfKey(name);
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ssize_t index = mAttributes.indexOfKey(name);
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if (index >= 0) {
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return attributes.valueAt(index);
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return mAttributes.valueAt(index);
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}
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return addAttrib(name);
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}
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int Program::addUniform(const char* name) {
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int slot = glGetUniformLocation(id, name);
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uniforms.add(name, slot);
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int slot = glGetUniformLocation(mProgramId, name);
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mUniforms.add(name, slot);
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return slot;
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}
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int Program::getUniform(const char* name) {
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ssize_t index = uniforms.indexOfKey(name);
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ssize_t index = mUniforms.indexOfKey(name);
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if (index >= 0) {
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return uniforms.valueAt(index);
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return mUniforms.valueAt(index);
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}
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return addUniform(name);
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}
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@@ -140,20 +148,24 @@ void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
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}
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void Program::setColor(const float r, const float g, const float b, const float a) {
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glUniform4f(getUniform("color"), r, g, b, a);
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if (!mHasColorUniform) {
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mColorUniform = getUniform("color");
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mHasColorUniform = false;
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}
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glUniform4f(mColorUniform, r, g, b, a);
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}
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void Program::use() {
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glUseProgram(id);
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glUseProgram(mProgramId);
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mUse = true;
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glEnableVertexAttribArray(position);
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}
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void Program::remove() {
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mUse = false;
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glDisableVertexAttribArray(position);
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// TODO: Is this necessary? It should not be since all of our shaders
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// use slot 0 for the position attrib
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// glDisableVertexAttribArray(position);
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}
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}; // namespace uirenderer
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@@ -122,18 +122,17 @@ private:
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GLuint buildShader(const char* source, GLenum type);
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// Name of the OpenGL program
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GLuint id;
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// Name of the shaders
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GLuint vertexShader;
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GLuint fragmentShader;
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GLuint mProgramId;
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// Keeps track of attributes and uniforms slots
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KeyedVector<const char*, int> attributes;
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KeyedVector<const char*, int> uniforms;
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KeyedVector<const char*, int> mAttributes;
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KeyedVector<const char*, int> mUniforms;
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bool mUse;
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bool mInitialized;
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bool mHasColorUniform;
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int mColorUniform;
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}; // class Program
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}; // namespace uirenderer
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@@ -74,7 +74,7 @@ enum DebugLevel {
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#define PROPERTY_TEXT_WHITE_GAMMA_THRESHOLD "ro.text_gamma.white_threshold"
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// Converts a number of mega-bytes into bytes
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#define MB(s) s * 1024 * 1024
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#define MB(s) (s * 1024 * 1024)
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#define DEFAULT_TEXTURE_CACHE_SIZE 24.0f
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#define DEFAULT_LAYER_CACHE_SIZE 16.0f
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