Move all debug flags in a single place.
This change also adds a new memory usage flag. When turned on, the following is printed after every frame: D/OpenGLRenderer( 3723): Current memory usage / total memory usage (bytes): D/OpenGLRenderer( 3723): TextureCache 3766680 / 20971520 D/OpenGLRenderer( 3723): LayerCache 3538944 / 8388608 D/OpenGLRenderer( 3723): GradientCache 135168 / 524288 D/OpenGLRenderer( 3723): PathCache 41180 / 4194304 D/OpenGLRenderer( 3723): TextDropShadowCache 0 / 2097152 D/OpenGLRenderer( 3723): FontRenderer 0 262144 / 262144 D/OpenGLRenderer( 3723): FontRenderer 1 262144 / 262144 D/OpenGLRenderer( 3723): FontRenderer 2 262144 / 262144 D/OpenGLRenderer( 3723): Other: D/OpenGLRenderer( 3723): FboCache 2 / 12 D/OpenGLRenderer( 3723): PatchCache 31 / 512 D/OpenGLRenderer( 3723): Total memory usage: D/OpenGLRenderer( 3723): 8268404 bytes, 7.89 MB This should help tracking possibe memory issues. Change-Id: I83f483ca1d2dbef904829bce368e33fe5503e8d6
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@@ -456,11 +456,11 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
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}
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if (fast) {
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if (DEBUG_PROGRAM_CACHE) {
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#if DEBUG_PROGRAMS
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PROGRAM_LOGD("*** Fast case:\n");
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PROGRAM_LOGD("*** Generated fragment shader:\n\n");
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printLongString(shader);
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}
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#endif
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return shader;
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}
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@@ -542,10 +542,10 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
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// End the shader
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shader.append(gFS_Footer);
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if (DEBUG_PROGRAM_CACHE) {
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#if DEBUG_PROGRAMS
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PROGRAM_LOGD("*** Generated fragment shader:\n\n");
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printLongString(shader);
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}
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#endif
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return shader;
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}
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