Free up resources by deleting shaders early on

Change-Id: I29a39775732c0a48d3e6823f7afa3e741cae8541
This commit is contained in:
Romain Guy
2011-12-09 12:55:37 -08:00
parent 9477c6e658
commit 05bbde70fd
3 changed files with 47 additions and 36 deletions

View File

@@ -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

View File

@@ -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

View File

@@ -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