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path: root/libs/hwui/LayerCache.cpp
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* Optimize textures binding.Romain Guy2010-07-161-1/+0
| | | | | | | The renderer is still changing textures' wrap modes every time, this will require a latter optimization. Change-Id: I3eb92cb8c886c4a692b7f0ca759911f9371d4d2c
* Create FBOs in LayerCache.Romain Guy2010-07-081-1/+47
| | | | | | | This moves a bit of code away from OpenGLRenderer and matches what happens with the TextureCache. Change-Id: I3c67f54f83d7240770daa015861c0e75a1dd8c42
* Simpler way to deal with the FBO multi-cache.Romain Guy2010-07-071-2/+3
| | | | | | | | 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
* Optimize FBO cache.Romain Guy2010-07-071-3/+2
| | | | | | | | | 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
* Add a layer (FBO) cache.Romain Guy2010-07-061-0/+114
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