/* * 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_UI_TEXTURE_H #define ANDROID_UI_TEXTURE_H #include namespace android { namespace uirenderer { /** * Represents an OpenGL texture. */ struct Texture { Texture() { cleanup = false; bitmapSize = 0; } /** * 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; }; // 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_UI_TEXTURE_H