Merge "Reduce number of GL calls when drawing with shaders."

This commit is contained in:
Romain Guy
2010-11-11 12:18:03 -08:00
committed by Android (Google) Code Review
3 changed files with 12 additions and 7 deletions

View File

@@ -1463,7 +1463,9 @@ void OpenGLRenderer::setupColorRect(float left, float top, float right, float bo
dirtyLayer(left, top, right, bottom);
}
}
mCaches.currentProgram->setColor(r, g, b, a);
if (!mShader || (mShader && setColor)) {
mCaches.currentProgram->setColor(r, g, b, a);
}
// Setup attributes and uniforms required by the shaders
if (mShader) {

View File

@@ -63,8 +63,7 @@ void SkiaShader::setupProgram(Program* program, const mat4& modelView, const Sna
GLuint* textureUnit) {
}
void SkiaShader::bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
glActiveTexture(gTextureUnitsMap[textureUnit]);
void SkiaShader::bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT) {
glBindTexture(GL_TEXTURE_2D, texture->id);
if (wrapS != texture->wrapS) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
@@ -132,7 +131,7 @@ void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView,
computeScreenSpaceMatrix(textureTransform, modelView);
// Uniforms
bindTexture(texture, mWrapS, mWrapT, textureSlot);
bindTexture(texture, mWrapS, mWrapT);
glUniform1i(program->getUniform("bitmapSampler"), textureSlot);
glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
GL_FALSE, &textureTransform.data[0]);
@@ -204,7 +203,7 @@ void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelV
computeScreenSpaceMatrix(screenSpace, modelView);
// Uniforms
bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]);
glUniform1i(program->getUniform("gradientSampler"), textureSlot);
glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
}
@@ -297,7 +296,7 @@ void SkiaSweepGradientShader::setupProgram(Program* program, const mat4& modelVi
computeScreenSpaceMatrix(screenSpace, modelView);
// Uniforms
bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]);
glUniform1i(program->getUniform("gradientSampler"), textureSlot);
glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
}

View File

@@ -97,7 +97,11 @@ struct SkiaShader {
void computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView);
protected:
inline void bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit);
/**
* The appropriate texture unit must have been activated prior to invoking
* this method.
*/
inline void bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT);
Type mType;
SkShader* mKey;