Romain Guy 5b3b35296e Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-11-02 16:17:23 -07:00

47 lines
1.3 KiB
C++

/*
* 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_VERTEX_H
#define ANDROID_HWUI_VERTEX_H
namespace android {
namespace uirenderer {
/**
* Simple structure to describe a vertex with a position and a texture.
*/
struct TextureVertex {
float position[2];
float texture[2];
static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
vertex[0].position[0] = x;
vertex[0].position[1] = y;
vertex[0].texture[0] = u;
vertex[0].texture[1] = v;
}
static inline void setUV(TextureVertex* vertex, float u, float v) {
vertex[0].texture[0] = u;
vertex[0].texture[1] = v;
}
}; // struct TextureVertex
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_VERTEX_H