Reduce number of GL calls when drawing with shaders.
Change-Id: I27aca9f6d381d5c7e363d90a93225d185f2ff4e3
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 540f115..acce1a2 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1463,7 +1463,9 @@
dirtyLayer(left, top, right, bottom);
}
}
- mCaches.currentProgram->setColor(r, g, b, a);
+ if (!mShader || (mShader && setColor)) {
+ mCaches.currentProgram->setColor(r, g, b, a);
+ }
// Setup attributes and uniforms required by the shaders
if (mShader) {
diff --git a/libs/hwui/SkiaShader.cpp b/libs/hwui/SkiaShader.cpp
index e7e1187..590a9d7 100644
--- a/libs/hwui/SkiaShader.cpp
+++ b/libs/hwui/SkiaShader.cpp
@@ -63,8 +63,7 @@
GLuint* textureUnit) {
}
-void SkiaShader::bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
- glActiveTexture(gTextureUnitsMap[textureUnit]);
+void SkiaShader::bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT) {
glBindTexture(GL_TEXTURE_2D, texture->id);
if (wrapS != texture->wrapS) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
@@ -132,7 +131,7 @@
computeScreenSpaceMatrix(textureTransform, modelView);
// Uniforms
- bindTexture(texture, mWrapS, mWrapT, textureSlot);
+ bindTexture(texture, mWrapS, mWrapT);
glUniform1i(program->getUniform("bitmapSampler"), textureSlot);
glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
GL_FALSE, &textureTransform.data[0]);
@@ -204,7 +203,7 @@
computeScreenSpaceMatrix(screenSpace, modelView);
// Uniforms
- bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
+ bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]);
glUniform1i(program->getUniform("gradientSampler"), textureSlot);
glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
}
@@ -297,7 +296,7 @@
computeScreenSpaceMatrix(screenSpace, modelView);
// Uniforms
- bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
+ bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]);
glUniform1i(program->getUniform("gradientSampler"), textureSlot);
glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
}
diff --git a/libs/hwui/SkiaShader.h b/libs/hwui/SkiaShader.h
index 1d884ab..6702129 100644
--- a/libs/hwui/SkiaShader.h
+++ b/libs/hwui/SkiaShader.h
@@ -97,7 +97,11 @@
void computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView);
protected:
- inline void bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit);
+ /**
+ * The appropriate texture unit must have been activated prior to invoking
+ * this method.
+ */
+ inline void bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT);
Type mType;
SkShader* mKey;