/* * 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_TEXTURE_MANAGER_H #define ANDROID_TEXTURE_MANAGER_H #include #include #include #include #include #include #include namespace android { // --------------------------------------------------------------------------- class GraphicBuffer; // --------------------------------------------------------------------------- struct Texture { Texture() : name(-1U), width(0), height(0), image(EGL_NO_IMAGE_KHR), transform(0), NPOTAdjust(false), dirty(true) { } GLuint name; GLuint width; GLuint height; GLuint potWidth; GLuint potHeight; GLfloat wScale; GLfloat hScale; EGLImageKHR image; uint32_t transform; bool NPOTAdjust; bool dirty; }; // --------------------------------------------------------------------------- class TextureManager { uint32_t mFlags; GLuint createTexture(); static bool isSupportedYuvFormat(int format); public: TextureManager(uint32_t flags); // load bitmap data into the active buffer status_t loadTexture(Texture* texture, const Region& dirty, const GGLSurface& t); // make active buffer an EGLImage if needed status_t initEglImage(Texture* texture, EGLDisplay dpy, const sp& buffer); }; // --------------------------------------------------------------------------- }; // namespace android #endif // ANDROID_TEXTURE_MANAGER_H