Merge changes Ib0a0b7d1,Ibec4b2aa into jb-mr1-dev

* changes:
  Fix overdraw debug on QCOM
  Make sure we never bind to texture #0 Bug #7195815
This commit is contained in:
Romain Guy
2012-09-23 15:00:46 -07:00
committed by Android (Google) Code Review
2 changed files with 26 additions and 30 deletions

View File

@@ -435,15 +435,13 @@ void Caches::resetScissor() {
///////////////////////////////////////////////////////////////////////////////
void Caches::startTiling(GLuint x, GLuint y, GLuint width, GLuint height, bool opaque) {
if (extensions.hasTiledRendering()) {
glStartTilingQCOM(x, y, width, height,
(opaque ? GL_NONE : GL_COLOR_BUFFER_BIT0_QCOM) |
(debugOverdraw ? GL_STENCIL_BUFFER_BIT0_QCOM : 0));
if (extensions.hasTiledRendering() && !debugOverdraw) {
glStartTilingQCOM(x, y, width, height, (opaque ? GL_NONE : GL_COLOR_BUFFER_BIT0_QCOM));
}
}
void Caches::endTiling() {
if (extensions.hasTiledRendering()) {
if (extensions.hasTiledRendering() && !debugOverdraw) {
glEndTilingQCOM(GL_COLOR_BUFFER_BIT0_QCOM);
}
}

View File

@@ -78,12 +78,7 @@ public:
}
~CacheTexture() {
if (mTexture) {
delete[] mTexture;
}
if (mTextureId) {
glDeleteTextures(1, &mTextureId);
}
releaseTexture();
reset();
}
@@ -106,38 +101,40 @@ public:
void releaseTexture() {
if (mTexture) {
glDeleteTextures(1, &mTextureId);
delete[] mTexture;
mTexture = NULL;
}
if (mTextureId) {
glDeleteTextures(1, &mTextureId);
mTextureId = 0;
}
mDirty = false;
}
/**
* This method assumes that the proper texture unit is active.
*/
void allocateTexture() {
int width = mWidth;
int height = mHeight;
mTexture = new uint8_t[width * height];
if (!mTexture) {
mTexture = new uint8_t[mWidth * mHeight];
}
if (!mTextureId) {
glGenTextures(1, &mTextureId);
glBindTexture(GL_TEXTURE_2D, mTextureId);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Initialize texture dimensions
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, mWidth, mHeight, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0);
const GLenum filtering = getLinearFiltering() ? GL_LINEAR : GL_NEAREST;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, mTextureId);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Initialize texture dimensions
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0);
const GLenum filtering = getLinearFiltering() ? GL_LINEAR : GL_NEAREST;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
bool fitBitmap(const SkGlyph& glyph, uint32_t* retOriginX, uint32_t* retOriginY);
@@ -158,7 +155,8 @@ public:
return mTexture;
}
inline GLuint getTextureId() const {
GLuint getTextureId() {
allocateTexture();
return mTextureId;
}