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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_TEXTURE_H
#define ANDROID_HWUI_TEXTURE_H
#include <GLES2/gl2.h>
namespace android {
namespace uirenderer {
/**
* Represents an OpenGL texture.
*/
struct Texture {
Texture() {
cleanup = false;
bitmapSize = 0;
wrapS = GL_CLAMP_TO_EDGE;
wrapT = GL_CLAMP_TO_EDGE;
minFilter = GL_NEAREST;
magFilter = GL_NEAREST;
firstFilter = true;
firstWrap = true;
}
void setWrap(GLenum wrap, bool bindTexture = false, bool force = false,
GLenum renderTarget = GL_TEXTURE_2D) {
setWrapST(wrap, wrap, bindTexture, force, renderTarget);
}
void setWrapST(GLenum wrapS, GLenum wrapT, bool bindTexture = false, bool force = false,
GLenum renderTarget = GL_TEXTURE_2D) {
if (firstWrap || force || wrapS != this->wrapS || wrapT != this->wrapT) {
firstWrap = false;
this->wrapS = wrapS;
this->wrapT = wrapT;
if (bindTexture) {
glBindTexture(renderTarget, id);
}
glTexParameteri(renderTarget, GL_TEXTURE_WRAP_S, wrapS);
glTexParameteri(renderTarget, GL_TEXTURE_WRAP_T, wrapT);
}
}
void setFilter(GLenum filter, bool bindTexture = false, bool force = false,
GLenum renderTarget = GL_TEXTURE_2D) {
setFilterMinMag(filter, filter, bindTexture, force, renderTarget);
}
void setFilterMinMag(GLenum min, GLenum mag, bool bindTexture = false, bool force = false,
GLenum renderTarget = GL_TEXTURE_2D) {
if (firstFilter || force || min != minFilter || mag != magFilter) {
firstFilter = false;
minFilter = min;
magFilter = mag;
if (bindTexture) {
glBindTexture(renderTarget, id);
}
glTexParameteri(renderTarget, GL_TEXTURE_MIN_FILTER, min);
glTexParameteri(renderTarget, GL_TEXTURE_MAG_FILTER, mag);
}
}
/**
* Name of the texture.
*/
GLuint id;
/**
* Generation of the backing bitmap,
*/
uint32_t generation;
/**
* Indicates whether the texture requires blending.
*/
bool blend;
/**
* Width of the backing bitmap.
*/
uint32_t width;
/**
* Height of the backing bitmap.
*/
uint32_t height;
/**
* Indicates whether this texture should be cleaned up after use.
*/
bool cleanup;
/**
* Optional, size of the original bitmap.
*/
uint32_t bitmapSize;
/**
* Last wrap modes set on this texture. Defaults to GL_CLAMP_TO_EDGE.
*/
GLenum wrapS;
GLenum wrapT;
/**
* Last filters set on this texture. Defaults to GL_NEAREST.
*/
GLenum minFilter;
GLenum magFilter;
private:
bool firstFilter;
bool firstWrap;
}; // struct Texture
class AutoTexture {
public:
AutoTexture(const Texture* texture): mTexture(texture) { }
~AutoTexture() {
if (mTexture && mTexture->cleanup) {
glDeleteTextures(1, &mTexture->id);
delete mTexture;
}
}
private:
const Texture* mTexture;
}; // class AutoTexture
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_TEXTURE_H