Merge "Clean-up ColorFade's shaders and buffers." into lmp-dev

This commit is contained in:
Michael Wright
2014-10-13 17:30:31 +00:00
committed by Android (Google) Code Review

View File

@@ -226,12 +226,15 @@ final class ColorFade {
GLES20.GL_VERTEX_SHADER);
int fshader = loadShader(context, com.android.internal.R.raw.color_fade_frag,
GLES20.GL_FRAGMENT_SHADER);
GLES20.glReleaseShaderCompiler();
if (vshader == 0 || fshader == 0) return false;
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vshader);
GLES20.glAttachShader(mProgram, fshader);
GLES20.glDeleteShader(vshader);
GLES20.glDeleteShader(fshader);
GLES20.glLinkProgram(mProgram);
@@ -254,6 +257,11 @@ final class ColorFade {
return true;
}
private void destroyGLShaders() {
GLES20.glDeleteProgram(mProgram);
checkGlErrors("glDeleteProgram");
}
private boolean initGLBuffers() {
//Fill vertices
setQuad(mVertexBuffer, 0, 0, mDisplayWidth, mDisplayHeight);
@@ -288,6 +296,11 @@ final class ColorFade {
return true;
}
private void destroyGLBuffers() {
GLES20.glDeleteBuffers(2, mGLBuffers, 0);
checkGlErrors("glDeleteBuffers");
}
private static void setQuad(FloatBuffer vtx, float x, float y, float w, float h) {
if (DEBUG) {
Slog.d(TAG, "setQuad: x=" + x + ", y=" + y + ", w=" + w + ", h=" + h);
@@ -314,10 +327,20 @@ final class ColorFade {
Slog.d(TAG, "dismiss");
}
destroyScreenshotTexture();
destroyEglSurface();
destroySurface();
mPrepared = false;
if (mPrepared) {
attachEglContext();
try {
destroyScreenshotTexture();
destroyGLShaders();
destroyGLBuffers();
destroyEglSurface();
} finally {
detachEglContext();
}
destroySurface();
GLES20.glFlush();
mPrepared = false;
}
}
/**
@@ -468,14 +491,8 @@ final class ColorFade {
private void destroyScreenshotTexture() {
if (mTexNamesGenerated) {
mTexNamesGenerated = false;
if (attachEglContext()) {
try {
GLES20.glDeleteTextures(1, mTexNames, 0);
checkGlErrors("glDeleteTextures");
} finally {
detachEglContext();
}
}
GLES20.glDeleteTextures(1, mTexNames, 0);
checkGlErrors("glDeleteTextures");
}
}