/* * Copyright (C) 2015 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. */ #include "renderstate/TextureState.h" namespace android { namespace uirenderer { // Must define as many texture units as specified by kTextureUnitsCount const GLenum kTextureUnits[] = { GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE2, GL_TEXTURE3 }; TextureState::TextureState() : mTextureUnit(0) { glActiveTexture(kTextureUnits[0]); resetBoundTextures(); GLint maxTextureUnits; glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); LOG_ALWAYS_FATAL_IF(maxTextureUnits < kTextureUnitsCount, "At least %d texture units are required!", kTextureUnitsCount); } void TextureState::activateTexture(GLuint textureUnit) { LOG_ALWAYS_FATAL_IF(textureUnit >= kTextureUnitsCount, "Tried to use texture unit index %d, only %d exist", textureUnit, kTextureUnitsCount); if (mTextureUnit != textureUnit) { glActiveTexture(kTextureUnits[textureUnit]); mTextureUnit = textureUnit; } } void TextureState::resetActiveTexture() { mTextureUnit = -1; } void TextureState::bindTexture(GLuint texture) { if (mBoundTextures[mTextureUnit] != texture) { glBindTexture(GL_TEXTURE_2D, texture); mBoundTextures[mTextureUnit] = texture; } } void TextureState::bindTexture(GLenum target, GLuint texture) { if (target == GL_TEXTURE_2D) { bindTexture(texture); } else { // GLConsumer directly calls glBindTexture() with // target=GL_TEXTURE_EXTERNAL_OES, don't cache this target // since the cached state could be stale glBindTexture(target, texture); } } void TextureState::deleteTexture(GLuint texture) { // When glDeleteTextures() is called on a currently bound texture, // OpenGL ES specifies that the texture is then considered unbound // Consider the following series of calls: // // glGenTextures -> creates texture name 2 // glBindTexture(2) // glDeleteTextures(2) -> 2 is now unbound // glGenTextures -> can return 2 again // // If we don't call glBindTexture(2) after the second glGenTextures // call, any texture operation will be performed on the default // texture (name=0) unbindTexture(texture); glDeleteTextures(1, &texture); } void TextureState::resetBoundTextures() { for (int i = 0; i < kTextureUnitsCount; i++) { mBoundTextures[i] = 0; } } void TextureState::unbindTexture(GLuint texture) { for (int i = 0; i < kTextureUnitsCount; i++) { if (mBoundTextures[i] == texture) { mBoundTextures[i] = 0; } } } } /* namespace uirenderer */ } /* namespace android */