Make sure we never bind to texture #0
Bug #7195815 Change-Id: Ibec4b2aa4c580419eb5eb61adae6c9c960694d0c
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@@ -77,12 +77,7 @@ public:
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}
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~CacheTexture() {
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if (mTexture) {
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delete[] mTexture;
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}
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if (mTextureId) {
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glDeleteTextures(1, &mTextureId);
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}
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releaseTexture();
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reset();
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}
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@@ -105,38 +100,40 @@ public:
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void releaseTexture() {
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if (mTexture) {
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glDeleteTextures(1, &mTextureId);
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delete[] mTexture;
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mTexture = NULL;
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}
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if (mTextureId) {
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glDeleteTextures(1, &mTextureId);
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mTextureId = 0;
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}
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mDirty = false;
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}
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/**
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* This method assumes that the proper texture unit is active.
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*/
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void allocateTexture() {
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int width = mWidth;
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int height = mHeight;
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mTexture = new uint8_t[width * height];
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if (!mTexture) {
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mTexture = new uint8_t[mWidth * mHeight];
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}
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if (!mTextureId) {
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glGenTextures(1, &mTextureId);
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glBindTexture(GL_TEXTURE_2D, mTextureId);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// Initialize texture dimensions
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, mWidth, mHeight, 0,
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GL_ALPHA, GL_UNSIGNED_BYTE, 0);
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const GLenum filtering = getLinearFiltering() ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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glBindTexture(GL_TEXTURE_2D, mTextureId);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// Initialize texture dimensions
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
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GL_ALPHA, GL_UNSIGNED_BYTE, 0);
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const GLenum filtering = getLinearFiltering() ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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bool fitBitmap(const SkGlyph& glyph, uint32_t* retOriginX, uint32_t* retOriginY);
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@@ -153,7 +150,8 @@ public:
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return mTexture;
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}
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inline GLuint getTextureId() const {
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GLuint getTextureId() {
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allocateTexture();
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return mTextureId;
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}
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