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authorRomain Guy <romainguy@android.com>2010-08-07 23:46:15 -0700
committerRomain Guy <romainguy@android.com>2010-08-07 23:48:29 -0700
commit9cccc2b9bdd4850a3f9679569aaec3ab98477a5d (patch)
tree365c32954d65cf037c948ee92b14ed30243319f5 /libs/hwui/SkiaShader.cpp
parentde0547c07a65b59d5330588cdd8b1e410a613e9c (diff)
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Enforce maximum texture size.
When an app tries to render a bitmap or path larger than the GPU's maximum texture size, the drawing command is ignored and a warning is logged. This change also makes texture drawing more robust by catching potential errors during texture creation. This change also fixes a crash in the FontRenderer. The destructor would sometimes try to free an uninitialized array. Change-Id: I95ae0939c52192d97b340aa02417bf6d0c962c57
Diffstat (limited to 'libs/hwui/SkiaShader.cpp')
-rw-r--r--libs/hwui/SkiaShader.cpp10
1 files changed, 8 insertions, 2 deletions
diff --git a/libs/hwui/SkiaShader.cpp b/libs/hwui/SkiaShader.cpp
index ffdb348..42c0621 100644
--- a/libs/hwui/SkiaShader.cpp
+++ b/libs/hwui/SkiaShader.cpp
@@ -75,11 +75,13 @@ void SkiaShader::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint
SkiaBitmapShader::SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX,
SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
- SkiaShader(kBitmap, key, tileX, tileY, matrix, blend), mBitmap(bitmap) {
+ SkiaShader(kBitmap, key, tileX, tileY, matrix, blend), mBitmap(bitmap), mTexture(NULL) {
}
void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) {
const Texture* texture = mTextureCache->get(mBitmap);
+ if (!texture) return;
+ mTexture = texture;
const float width = texture->width;
const float height = texture->height;
@@ -98,7 +100,11 @@ void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView,
const Snapshot& snapshot, GLuint* textureUnit) {
GLuint textureSlot = (*textureUnit)++;
glActiveTexture(gTextureUnitsMap[textureSlot]);
- const Texture* texture = mTextureCache->get(mBitmap);
+
+ const Texture* texture = mTexture;
+ mTexture = NULL;
+ if (!texture) return;
+ const AutoTexture autoCleanup(texture);
const float width = texture->width;
const float height = texture->height;