Create FBOs in LayerCache.
This moves a bit of code away from OpenGLRenderer and matches
what happens with the TextureCache.
Change-Id: I3c67f54f83d7240770daa015861c0e75a1dd8c42
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index ae7719c..027ed79 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -34,9 +34,6 @@
// Defines
///////////////////////////////////////////////////////////////////////////////
-// Debug
-#define DEBUG_LAYERS 0
-
// These properties are defined in mega-bytes
#define PROPERTY_TEXTURE_CACHE_SIZE "ro.hwui.texture_cache_size"
#define PROPERTY_LAYER_CACHE_SIZE "ro.hwui.layer_cache_size"
@@ -51,13 +48,6 @@
#define SV(x, y) { { x, y } }
#define FV(x, y, u, v) { { x, y }, { u, v } }
-// Debug
-#if DEBUG_LAYERS
- #define LAYER_LOGD(...) LOGD(__VA_ARGS__)
-#else
- #define LAYER_LOGD(...)
-#endif
-
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
@@ -253,6 +243,8 @@
layer->texture, layer->alpha, layer->mode, layer->blend, true);
LayerSize size(rect.getWidth(), rect.getHeight());
+ // Failing to add the layer to the cache should happen only if the
+ // layer is too large
if (!mLayerCache.put(size, layer)) {
LAYER_LOGD("Deleting layer");
@@ -300,63 +292,20 @@
bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
- LayerSize size(right - left, bottom - top);
- Layer* layer = mLayerCache.get(size);
-
LAYER_LOGD("Requesting layer %dx%d", size.width, size.height);
LAYER_LOGD("Layer cache size = %d", mLayerCache.getSize());
+ GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0;
+ LayerSize size(right - left, bottom - top);
+
+ // TODO VERY IMPORTANT: Fix TextView to not call saveLayer() all the time
+ Layer* layer = mLayerCache.get(size, previousFbo);
if (!layer) {
- LAYER_LOGD("Creating new layer");
-
- layer = new Layer;
- layer->blend = true;
-
- // Generate the FBO and attach the texture
- glGenFramebuffers(1, &layer->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
-
- // Generate the texture in which the FBO will draw
- glGenTextures(1, &layer->texture);
- glBindTexture(GL_TEXTURE_2D, layer->texture);
-
- // The FBO will not be scaled, so we can use lower quality filtering
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- // TODO VERY IMPORTANT: Fix TextView to not call saveLayer() all the time
-
- const GLsizei width = right - left;
- const GLsizei height = bottom - top;
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- // Bind texture to FBO
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
- layer->texture, 0);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- LOGD("Framebuffer incomplete (GL error code 0x%x)", status);
-
- GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0;
- glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
-
- glDeleteFramebuffers(1, &layer->fbo);
- glDeleteTextures(1, &layer->texture);
- delete layer;
-
- return false;
- }
- } else {
- LAYER_LOGD("Reusing layer");
- glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
+ return false;
}
+ glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
+
// Clear the FBO
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);