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

90 lines
2.0 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_TEXTURE_H
#define ANDROID_HWUI_TEXTURE_H
#include <GLES2/gl2.h>
namespace android {
namespace uirenderer {
/**
* Represents an OpenGL texture.
*/
struct Texture {
Texture() {
cleanup = false;
bitmapSize = 0;
wrapS = GL_CLAMP_TO_EDGE;
wrapT = GL_CLAMP_TO_EDGE;
}
/**
* 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;
/**
* Last wrap modes set on this texture. Defaults to GL_CLAMP_TO_EDGE.
*/
GLenum wrapS;
GLenum wrapT;
}; // 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_HWUI_TEXTURE_H