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/*
* Copyright (C) 2015 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 RENDERSTATE_TEXTURESTATE_H
#define RENDERSTATE_TEXTURESTATE_H
#include "Vertex.h"
#include "Texture.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <memory>
namespace android {
namespace uirenderer {
class Texture;
class TextureState {
friend class Caches; // TODO: move to RenderState
public:
void constructTexture(Caches& caches);
/**
* Activate the specified texture unit. The texture unit must
* be specified using an integer number (0 for GL_TEXTURE0 etc.)
*/
void activateTexture(GLuint textureUnit);
/**
* Invalidate the cached value of the active texture unit.
*/
void resetActiveTexture();
/**
* Binds the specified texture as a GL_TEXTURE_2D texture.
* All texture bindings must be performed with this method or
* bindTexture(GLenum, GLuint).
*/
void bindTexture(GLuint texture);
/**
* Binds the specified texture with the specified render target.
* All texture bindings must be performed with this method or
* bindTexture(GLuint).
*/
void bindTexture(GLenum target, GLuint texture);
/**
* Deletes the specified texture and clears it from the cache
* of bound textures.
* All textures must be deleted using this method.
*/
void deleteTexture(GLuint texture);
/**
* Signals that the cache of bound textures should be cleared.
* Other users of the context may have altered which textures are bound.
*/
void resetBoundTextures();
/**
* Clear the cache of bound textures.
*/
void unbindTexture(GLuint texture);
Texture* getShadowLutTexture() { return mShadowLutTexture.get(); }
private:
// total number of texture units available for use
static const int kTextureUnitsCount = 4;
TextureState();
~TextureState();
GLuint mTextureUnit;
// Caches texture bindings for the GL_TEXTURE_2D target
GLuint mBoundTextures[kTextureUnitsCount];
std::unique_ptr<Texture> mShadowLutTexture;
};
} /* namespace uirenderer */
} /* namespace android */
#endif // RENDERSTATE_BLEND_H