| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
The renderer is still changing textures' wrap modes every time, this will require
a latter optimization.
Change-Id: I3eb92cb8c886c4a692b7f0ca759911f9371d4d2c
|
|
|
|
|
|
|
| |
This moves a bit of code away from OpenGLRenderer and matches
what happens with the TextureCache.
Change-Id: I3c67f54f83d7240770daa015861c0e75a1dd8c42
|
|
|
|
|
|
|
|
| |
This change removes the need for the SortedList and instead just
add a generated id to each FBO stored in the cache. This is an
artificial way to store several FBOs with the same dimensions.
Change-Id: I9638364e9bdc0f2391261937a0c86096f20505bf
|
|
|
|
|
|
|
|
|
| |
This change introduces a new generational cache called GenerationMultiCache
that can store several values with the same key. This can be used to use
multiple layers of the same size at the same time, without recreating them
over and over again.
Change-Id: I425466a20908b862c5f464a0f9e582ec18cbd7ac
|
|
The cache is used to draw layers so that a new
texture does not have to be recreated every time
a call to saveLayer() happens.
The FBO cache used a KeyedVector, which is a bad
idea. The cache should be able to store several
FBOs of the same size (this happens a lot during
scrolling with fading edges for instance.) This
will be changed in a future CL.
Change-Id: Ic316189e625f0dbcf0d273a71cc981a433d48726
|