/* * 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 namespace android { namespace uirenderer { class Caches; class UvMapper; /** * Represents an OpenGL texture. */ class Texture { public: Texture(Caches& caches) : mCaches(caches) { } virtual ~Texture() { } inline void setWrap(GLenum wrap, bool bindTexture = false, bool force = false, GLenum renderTarget = GL_TEXTURE_2D) { setWrapST(wrap, wrap, bindTexture, force, renderTarget); } virtual void setWrapST(GLenum wrapS, GLenum wrapT, bool bindTexture = false, bool force = false, GLenum renderTarget = GL_TEXTURE_2D); inline void setFilter(GLenum filter, bool bindTexture = false, bool force = false, GLenum renderTarget = GL_TEXTURE_2D) { setFilterMinMag(filter, filter, bindTexture, force, renderTarget); } virtual void setFilterMinMag(GLenum min, GLenum mag, bool bindTexture = false, bool force = false, GLenum renderTarget = GL_TEXTURE_2D); /** * Convenience method to call glDeleteTextures() on this texture's id. */ void deleteTexture() const; /** * Name of the texture. */ GLuint id = 0; /** * Generation of the backing bitmap, */ uint32_t generation = 0; /** * Indicates whether the texture requires blending. */ bool blend = false; /** * Width of the backing bitmap. */ uint32_t width = 0; /** * Height of the backing bitmap. */ uint32_t height = 0; /** * Indicates whether this texture should be cleaned up after use. */ bool cleanup = false; /** * Optional, size of the original bitmap. */ uint32_t bitmapSize = 0; /** * Indicates whether this texture will use trilinear filtering. */ bool mipMap = false; /** * Optional, pointer to a texture coordinates mapper. */ const UvMapper* uvMapper = nullptr; /** * Whether or not the Texture is marked in use and thus not evictable for * the current frame. This is reset at the start of a new frame. */ void* isInUse = nullptr; private: /** * Last wrap modes set on this texture. */ GLenum mWrapS = GL_CLAMP_TO_EDGE; GLenum mWrapT = GL_CLAMP_TO_EDGE; /** * Last filters set on this texture. */ GLenum mMinFilter = GL_NEAREST; GLenum mMagFilter = GL_NEAREST; bool mFirstFilter = true; bool mFirstWrap = true; Caches& mCaches; }; // struct Texture class AutoTexture { public: AutoTexture(const Texture* texture): mTexture(texture) { } ~AutoTexture() { if (mTexture && mTexture->cleanup) { mTexture->deleteTexture(); delete mTexture; } } private: const Texture* mTexture; }; // class AutoTexture }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_TEXTURE_H