Cleanup GL setup code and remove legacy 1.1 paths.
Reset pointers to NULL when allocations are unbound.
Change-Id: Ifaba634ecbb154970b7fb47faa8e6475d16d2f66
diff --git a/libs/rs/rsContext.cpp b/libs/rs/rsContext.cpp
index 5327aac..3dbdbfb 100644
--- a/libs/rs/rsContext.cpp
+++ b/libs/rs/rsContext.cpp
@@ -232,23 +232,15 @@
bool Context::setupCheck()
{
- if (checkVersion2_0()) {
- if (!mShaderCache.lookup(this, mVertex.get(), mFragment.get())) {
- LOGE("Context::setupCheck() 1 fail");
- return false;
- }
-
- mFragmentStore->setupGL2(this, &mStateFragmentStore);
- mFragment->setupGL2(this, &mStateFragment, &mShaderCache);
- mRaster->setupGL2(this, &mStateRaster);
- mVertex->setupGL2(this, &mStateVertex, &mShaderCache);
-
- } else {
- mFragmentStore->setupGL(this, &mStateFragmentStore);
- mFragment->setupGL(this, &mStateFragment);
- mRaster->setupGL(this, &mStateRaster);
- mVertex->setupGL(this, &mStateVertex);
+ if (!mShaderCache.lookup(this, mVertex.get(), mFragment.get())) {
+ LOGE("Context::setupCheck() 1 fail");
+ return false;
}
+
+ mFragmentStore->setupGL2(this, &mStateFragmentStore);
+ mFragment->setupGL2(this, &mStateFragment, &mShaderCache);
+ mRaster->setupGL2(this, &mStateRaster);
+ mVertex->setupGL2(this, &mStateVertex, &mShaderCache);
return true;
}
@@ -940,6 +932,7 @@
LOGV("rsContextCreateGL %p, %i", vdev, useDepth);
Device * dev = static_cast<Device *>(vdev);
Context *rsc = new Context(dev, true, useDepth);
+ LOGV("rsContextCreateGL ret %p ", rsc);
return rsc;
}