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-rw-r--r--libs/hwui/font/CacheTexture.h53
1 files changed, 30 insertions, 23 deletions
diff --git a/libs/hwui/font/CacheTexture.h b/libs/hwui/font/CacheTexture.h
index bf1f4a9..fdd1623 100644
--- a/libs/hwui/font/CacheTexture.h
+++ b/libs/hwui/font/CacheTexture.h
@@ -24,6 +24,7 @@
#include <utils/Log.h>
#include "FontUtil.h"
+#include "Rect.h"
namespace android {
namespace uirenderer {
@@ -77,12 +78,7 @@ public:
}
~CacheTexture() {
- if (mTexture) {
- delete[] mTexture;
- }
- if (mTextureId) {
- glDeleteTextures(1, &mTextureId);
- }
+ releaseTexture();
reset();
}
@@ -105,38 +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, width, height, 0,
- GL_ALPHA, GL_UNSIGNED_BYTE, 0);
+ 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);
+ 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);
+ 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);
@@ -149,11 +147,16 @@ public:
return mHeight;
}
+ inline const Rect* getDirtyRect() const {
+ return &mDirtyRect;
+ }
+
inline uint8_t* getTexture() const {
return mTexture;
}
- inline GLuint getTextureId() const {
+ GLuint getTextureId() {
+ allocateTexture();
return mTextureId;
}
@@ -163,6 +166,9 @@ public:
inline void setDirty(bool dirty) {
mDirty = dirty;
+ if (!dirty) {
+ mDirtyRect.setEmpty();
+ }
}
inline bool getLinearFiltering() const {
@@ -196,6 +202,7 @@ private:
bool mDirty;
uint16_t mNumGlyphs;
CacheBlock* mCacheBlocks;
+ Rect mDirtyRect;
};
}; // namespace uirenderer