replicant-frameworks_native/services/surfaceflinger/RenderEngine/Texture.cpp
Mathias Agopian 49457ac092 Encapsulate textures into their own Texture class
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
2013-08-16 16:29:02 -07:00

84 lines
2.0 KiB
C++

/*
* Copyright 2013 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 <string.h>
#include "Texture.h"
namespace android {
Texture::Texture() :
mTextureName(0), mTextureTarget(TEXTURE_2D),
mWidth(0), mHeight(0), mFiltering(false) {
const float m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
memcpy(mTextureMatrix, m, sizeof(mTextureMatrix));
}
Texture::Texture(Target textureTarget, uint32_t textureName) :
mTextureName(textureName), mTextureTarget(textureTarget),
mWidth(0), mHeight(0), mFiltering(false) {
const float m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
memcpy(mTextureMatrix, m, sizeof(mTextureMatrix));
}
void Texture::init(Target textureTarget, uint32_t textureName) {
mTextureName = textureName;
mTextureTarget = textureTarget;
}
Texture::~Texture() {
}
void Texture::setMatrix(float const* matrix) {
memcpy(mTextureMatrix, matrix, sizeof(mTextureMatrix));
}
void Texture::setFiltering(bool enabled) {
mFiltering = enabled;
}
void Texture::setDimensions(size_t width, size_t height) {
mWidth = width;
mHeight = height;
}
uint32_t Texture::getTextureName() const {
return mTextureName;
}
uint32_t Texture::getTextureTarget() const {
return mTextureTarget;
}
float const* Texture::getMatrix() const {
return mTextureMatrix;
}
bool Texture::getFiltering() const {
return mFiltering;
}
size_t Texture::getWidth() const {
return mWidth;
}
size_t Texture::getHeight() const {
return mHeight;
}
} /* namespace android */