101 lines
2.8 KiB
C++
101 lines
2.8 KiB
C++
/*
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* Copyright (C) 2015 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef RENDERSTATE_TEXTURESTATE_H
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#define RENDERSTATE_TEXTURESTATE_H
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#include "Vertex.h"
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <SkXfermode.h>
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#include <memory>
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class SkBitmap;
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namespace android {
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namespace uirenderer {
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class Texture;
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class TextureState {
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friend class Caches; // TODO: move to RenderState
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public:
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/**
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* Activate the specified texture unit. The texture unit must
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* be specified using an integer number (0 for GL_TEXTURE0 etc.)
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*/
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void activateTexture(GLuint textureUnit);
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/**
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* Invalidate the cached value of the active texture unit.
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*/
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void resetActiveTexture();
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/**
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* Binds the specified texture as a GL_TEXTURE_2D texture.
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* All texture bindings must be performed with this method or
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* bindTexture(GLenum, GLuint).
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*/
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void bindTexture(GLuint texture);
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/**
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* Binds the specified texture with the specified render target.
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* All texture bindings must be performed with this method or
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* bindTexture(GLuint).
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*/
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void bindTexture(GLenum target, GLuint texture);
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/**
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* Deletes the specified texture and clears it from the cache
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* of bound textures.
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* All textures must be deleted using this method.
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*/
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void deleteTexture(GLuint texture);
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/**
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* Signals that the cache of bound textures should be cleared.
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* Other users of the context may have altered which textures are bound.
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*/
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void resetBoundTextures();
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/**
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* Clear the cache of bound textures.
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*/
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void unbindTexture(GLuint texture);
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/**
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* Generates the texture from a bitmap into the specified texture structure.
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*
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* @param regenerate If true, the bitmap data is reuploaded into the texture, but
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* no new texture is generated.
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*/
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void generateTexture(const SkBitmap* bitmap, Texture* texture, bool regenerate);
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private:
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// total number of texture units available for use
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static const int kTextureUnitsCount = 4;
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TextureState();
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GLuint mTextureUnit;
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// Caches texture bindings for the GL_TEXTURE_2D target
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GLuint mBoundTextures[kTextureUnitsCount];
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};
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} /* namespace uirenderer */
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} /* namespace android */
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#endif // RENDERSTATE_BLEND_H
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