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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_UI_TEXTURE_H
#define ANDROID_UI_TEXTURE_H
#include <GLES2/gl2.h>
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
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