summaryrefslogtreecommitdiffstats
path: root/libs/hwui/Texture.h
blob: 4bcd96dd32f70089bf2efb94551afe0649a5f94e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
/*
 * 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 {

class Caches;
class UvMapper;

/**
 * Represents an OpenGL texture.
 */
class Texture {
public:
    Texture(Caches& caches) : mCaches(caches) { }

    virtual ~Texture() { }

    inline void setWrap(GLenum wrap, bool bindTexture = false, bool force = false,
                GLenum renderTarget = GL_TEXTURE_2D) {
        setWrapST(wrap, wrap, bindTexture, force, renderTarget);
    }

    virtual void setWrapST(GLenum wrapS, GLenum wrapT, bool bindTexture = false,
            bool force = false, GLenum renderTarget = GL_TEXTURE_2D);

    inline void setFilter(GLenum filter, bool bindTexture = false, bool force = false,
                GLenum renderTarget = GL_TEXTURE_2D) {
        setFilterMinMag(filter, filter, bindTexture, force, renderTarget);
    }

    virtual void setFilterMinMag(GLenum min, GLenum mag, bool bindTexture = false,
            bool force = false, GLenum renderTarget = GL_TEXTURE_2D);

    /**
     * Convenience method to call glDeleteTextures() on this texture's id.
     */
    void deleteTexture() const;

    /**
     * Name of the texture.
     */
    GLuint id = 0;
    /**
     * Generation of the backing bitmap,
     */
    uint32_t generation = 0;
    /**
     * Indicates whether the texture requires blending.
     */
    bool blend = false;
    /**
     * Width of the backing bitmap.
     */
    uint32_t width = 0;
    /**
     * Height of the backing bitmap.
     */
    uint32_t height = 0;
    /**
     * Indicates whether this texture should be cleaned up after use.
     */
    bool cleanup = false;
    /**
     * Optional, size of the original bitmap.
     */
    uint32_t bitmapSize = 0;
    /**
     * Indicates whether this texture will use trilinear filtering.
     */
    bool mipMap = false;

    /**
     * Optional, pointer to a texture coordinates mapper.
     */
    const UvMapper* uvMapper = nullptr;

    /**
     * Whether or not the Texture is marked in use and thus not evictable for
     * the current frame. This is reset at the start of a new frame.
     */
    void* isInUse = nullptr;

private:
    /**
     * Last wrap modes set on this texture.
     */
    GLenum mWrapS = GL_CLAMP_TO_EDGE;
    GLenum mWrapT = GL_CLAMP_TO_EDGE;

    /**
     * Last filters set on this texture.
     */
    GLenum mMinFilter = GL_NEAREST;
    GLenum mMagFilter = GL_NEAREST;

    bool mFirstFilter = true;
    bool mFirstWrap = true;

    Caches& mCaches;
}; // struct Texture

class AutoTexture {
public:
    AutoTexture(const Texture* texture): mTexture(texture) { }
    ~AutoTexture() {
        if (mTexture && mTexture->cleanup) {
            mTexture->deleteTexture();
            delete mTexture;
        }
    }

private:
    const Texture* mTexture;
}; // class AutoTexture

}; // namespace uirenderer
}; // namespace android

#endif // ANDROID_HWUI_TEXTURE_H