| Commit message (Collapse) | Author | Age | Files | Lines |
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Using reinterpret_cast allows conversions between pointer types
and integers which don't have the same size. The corresponding
flags is -Wint-to-pointer-cast.
Change-Id: I8ff0c79d235fa6d07b8d9305edc185d946d5133d
Signed-off-by: Kévin PETIT <kevin.petit@arm.com>
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This change also fixes the way batched bitmaps were handled
inside a layer. The layer is now correctly dirtied to minimize
the amount of pixels to blend.
Fix alpha, mode and opaque computations for DrawPatchOp.
Change-Id: I1b6cd581c0f0db66c1002bb4fb1a9811e55bfa78
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Change-Id: I7edb04dd30ee6fd823099e72788169cc185e70f2
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Change-Id: I164d72ccd7a9bf6ae0e3f79dfef50083558937ba
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PBOs (Pixel Buffer Objects) can be used on OpenGL ES 3.0 to perform
asynchronous texture uploads to free up the CPU. This change does not
enable the use of PBOs unless a specific property is set (Adreno drivers
have issues with PBOs at the moment, Mali drivers work just fine.)
This change also cleans up Font/FontRenderer a little bit and improves
performance of drop shadows generations by using memcpy() instead of
a manual byte-by-byte copy.
On GL ES 2.0 devices, or when PBOs are disabled, a PixelBuffer instance
behaves like a simple byte array. The extra APIs introduced for PBOs
(map/unmap and bind/unbind) are pretty much no-ops for CPU pixel
buffers and won't introduce any significant overhead.
This change also fixes a bug with text drop shadows: if the drop
shadow is larger than the max texture size, the renderer would leave
the GL context in a bad state and generate 0x501 errors. This change
simply skips drop shadows if they are too large.
Change-Id: I2700aadb0c6093431dc5dee3d587d689190c4e23
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