Adding ability to read back fbo data to renderscript
Change-Id: Ie684c26cbcde22f2483b43415dfc39a3de22c5a1
diff --git a/libs/rs/driver/rsdMeshObj.cpp b/libs/rs/driver/rsdMeshObj.cpp
index c220ac1..4315c0d 100644
--- a/libs/rs/driver/rsdMeshObj.cpp
+++ b/libs/rs/driver/rsdMeshObj.cpp
@@ -138,7 +138,10 @@
for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
const Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[ct].get();
- rsdAllocationSyncAll(rsc, alloc, RS_ALLOCATION_USAGE_SCRIPT);
+ DrvAllocation *drv = (DrvAllocation *)alloc->mHal.drv;
+ if (drv->uploadDeferred) {
+ rsdAllocationSyncAll(rsc, alloc, RS_ALLOCATION_USAGE_SCRIPT);
+ }
}
// update attributes with either buffer information or data ptr based on their current state
@@ -163,7 +166,9 @@
const Allocation *idxAlloc = prim->mIndexBuffer.get();
if (idxAlloc) {
DrvAllocation *drvAlloc = (DrvAllocation *)idxAlloc->mHal.drv;
- rsdAllocationSyncAll(rsc, idxAlloc, RS_ALLOCATION_USAGE_SCRIPT);
+ if (drvAlloc->uploadDeferred) {
+ rsdAllocationSyncAll(rsc, idxAlloc, RS_ALLOCATION_USAGE_SCRIPT);
+ }
if (drvAlloc->bufferID) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID);