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author | Mathias Agopian <mathias@google.com> | 2013-08-14 18:20:17 -0700 |
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committer | Mathias Agopian <mathias@google.com> | 2013-08-16 16:29:02 -0700 |
commit | 49457ac092071a8f964f7f69156093657ccdc3d0 (patch) | |
tree | f262348cf3229b216f0004e9c026fb3216e735cf /services/surfaceflinger/RenderEngine/GLES20RenderEngine.h | |
parent | e048a4374c4e355c361f5eec0482ac85df0c73fe (diff) | |
download | frameworks_native-49457ac092071a8f964f7f69156093657ccdc3d0.zip frameworks_native-49457ac092071a8f964f7f69156093657ccdc3d0.tar.gz frameworks_native-49457ac092071a8f964f7f69156093657ccdc3d0.tar.bz2 |
Encapsulate textures into their own Texture class
the main reason for doing this is so that we can have
access to informations about a texture (like its dimension)
close to where we generate and use shaders in ES 2.0.
Previously, there wasn't any way to get to a texture's size
from a RenderEngine implementation.
Bug: 8679321
Change-Id: I388b338a70d07e3e8177dde248710ea1e4c82dff
Diffstat (limited to 'services/surfaceflinger/RenderEngine/GLES20RenderEngine.h')
-rw-r--r-- | services/surfaceflinger/RenderEngine/GLES20RenderEngine.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/services/surfaceflinger/RenderEngine/GLES20RenderEngine.h b/services/surfaceflinger/RenderEngine/GLES20RenderEngine.h index 2998874..3ff6d9f 100644 --- a/services/surfaceflinger/RenderEngine/GLES20RenderEngine.h +++ b/services/surfaceflinger/RenderEngine/GLES20RenderEngine.h @@ -33,6 +33,7 @@ namespace android { class String8; class Mesh; +class Texture; class GLES20RenderEngine : public RenderEngine { GLuint mProtectedTexName; @@ -55,7 +56,7 @@ protected: virtual void setViewportAndProjection(size_t vpw, size_t vph, size_t w, size_t h, bool yswap); virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, int alpha); virtual void setupDimLayerBlending(int alpha); - virtual void setupLayerTexturing(size_t textureName, bool useFiltering, const float* textureMatrix); + virtual void setupLayerTexturing(const Texture& texture); virtual void setupLayerBlackedOut(); virtual void disableTexturing(); virtual void disableBlending(); |