49457ac092
the main reason for doing this is so that we can have access to informations about a texture (like its dimension) close to where we generate and use shaders in ES 2.0. Previously, there wasn't any way to get to a texture's size from a RenderEngine implementation. Bug: 8679321 Change-Id: I388b338a70d07e3e8177dde248710ea1e4c82dff
56 lines
1.5 KiB
C++
56 lines
1.5 KiB
C++
/*
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* Copyright 2013 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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#include <stdint.h>
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#ifndef SF_RENDER_ENGINE_TEXTURE_H
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#define SF_RENDER_ENGINE_TEXTURE_H
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namespace android {
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class Texture {
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uint32_t mTextureName;
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uint32_t mTextureTarget;
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size_t mWidth;
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size_t mHeight;
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bool mFiltering;
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float mTextureMatrix[16];
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public:
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enum Target { TEXTURE_2D = 0x0DE1, TEXTURE_EXTERNAL = 0x8D65 };
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Texture();
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Texture(Target textureTarget, uint32_t textureName);
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~Texture();
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void init(Target textureTarget, uint32_t textureName);
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void setMatrix(float const* matrix);
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void setFiltering(bool enabled);
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void setDimensions(size_t width, size_t height);
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uint32_t getTextureName() const;
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uint32_t getTextureTarget() const;
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float const* getMatrix() const;
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bool getFiltering() const;
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size_t getWidth() const;
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size_t getHeight() const;
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};
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} /* namespace android */
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#endif /* SF_RENDER_ENGINE_TEXTURE_H */
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