/* * 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 { /** * 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