Commit Graph

7 Commits

Author SHA1 Message Date
Chris Craik
138c21fbec Use LUT for computing final shadow alpha
bug:27415250

Significantly reduces shadow fragment shader computation.

Change-Id: Ie9b3c712700754b3734d0ae9cda8751c298fc59e
2016-05-03 14:36:29 -07:00
John Reck
2de7771740 Normalize GL_UNPACK_ALIGNMENT
Several places were setting GL_UNPACK_ALIGNMENT
unneccessarily, whereas other places were assuming an
unpack alignment of 1. Since we never actually
do explicit row-alignment, set GL_UNPACK_ALIGNMENT
to 1 at context creation time and never change it

Bug: 26584230

Also turns on aggressive glGetError checking to
better catch potential problem zones

Change-Id: I190c8f0f0494a7f046d5ed769405c75d363be59a
2016-01-20 13:16:24 -08:00
John Reck
38e0c32852 Track texture memory globally
Also mostly consolidates texture creation

Change-Id: Ifea01303afda531dcec99b8fe2a0f64cf2f24420
2016-01-14 13:42:12 -08:00
Chris Craik
68f5b8a781 Move texture upload behavior to TextureState
Change-Id: If1cb32bbc04f437fa0d079084de832de9fd777c2
2015-09-09 14:11:03 -07:00
Chris Craik
e310f83d59 Fix unsafety in SkiaShader storage, and texture unit accounting
bug:22390304

Fixes two issues:

1) The max texture unit wasn't large enough to handle the most complex
ComposeShader case (1 for draw primitive, 2 for gradient shader, 1 for
bitmap shader).

2) If a shader isn't supported by SkiaShader::store, the shader data
needs to be explicitly disabled, so we won't read uninitilized data
from it when trying to read shader information out.

Change-Id: I29ee7b7c1e07f67db88c1707bdc857daa305e713
2015-07-13 13:34:07 -07:00
Chris Craik
f27133df2d Glop layer mesh rendering
Change-Id: I2d902819d5d77f496b67d4d25a298782903e410d
2015-02-19 18:06:05 -08:00
Chris Craik
44eb2c0086 Refactor blending and texture gl state
Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
2015-01-30 10:49:05 -08:00