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authorMathias Agopian <mathias@google.com>2013-08-14 18:20:17 -0700
committerMathias Agopian <mathias@google.com>2013-08-16 16:29:02 -0700
commit49457ac092071a8f964f7f69156093657ccdc3d0 (patch)
treef262348cf3229b216f0004e9c026fb3216e735cf /services/surfaceflinger/RenderEngine/GLES20RenderEngine.h
parente048a4374c4e355c361f5eec0482ac85df0c73fe (diff)
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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.h3
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();