Romain Guy 6c319ca127 Better backend for hardware layers.
With this new backend, a hardware layer is only recreated when
its associated view is udpated. This offers fast composition
in GL and fast update of the layer in GL as well.

Change-Id: I97c43a612f5955c6bf1c192c8ca4af10fdf1d076
2011-01-11 17:53:19 -08:00

56 lines
1.6 KiB
C++

/*
* Copyright (C) 2011 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_LAYER_RENDERER_H
#define ANDROID_HWUI_LAYER_RENDERER_H
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class LayerRenderer: public OpenGLRenderer {
public:
LayerRenderer(GLuint fbo): mFbo(fbo) {
}
~LayerRenderer() {
}
void prepare(bool opaque);
void finish();
static GLuint createLayer(uint32_t width, uint32_t height,
uint32_t* layerWidth, uint32_t* layerHeight, GLuint* texture);
static void resizeLayer(GLuint fbo, GLuint texture, uint32_t width, uint32_t height,
uint32_t* layerWidth, uint32_t* layerHeight);
static void destroyLayer(GLuint fbo, GLuint texture);
private:
GLuint mFbo;
GLuint mPreviousFbo;
}; // class LayerRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_LAYER_RENDERER_H