0a91775c4d
This will allow us to support YUV surfaces. Change-Id: I2d4da75f1006a5285bdc552695d4caeecccf2183
94 lines
2.6 KiB
C++
94 lines
2.6 KiB
C++
/*
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* Copyright (C) 2010 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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#ifndef ANDROID_TEXTURE_MANAGER_H
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#define ANDROID_TEXTURE_MANAGER_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES/gl.h>
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#include <ui/Region.h>
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#include <pixelflinger/pixelflinger.h>
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namespace android {
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// ---------------------------------------------------------------------------
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class GraphicBuffer;
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// ---------------------------------------------------------------------------
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struct Image {
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enum { TEXTURE_2D=0, TEXTURE_EXTERNAL=1 };
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Image() : name(-1U), image(EGL_NO_IMAGE_KHR), width(0), height(0),
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transform(0), dirty(1), target(TEXTURE_2D) { }
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GLuint name;
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EGLImageKHR image;
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GLuint width;
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GLuint height;
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uint32_t transform;
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unsigned dirty : 1;
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unsigned target : 1;
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};
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struct Texture : public Image {
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Texture() : Image(), NPOTAdjust(0) { }
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GLuint potWidth;
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GLuint potHeight;
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GLfloat wScale;
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GLfloat hScale;
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unsigned NPOTAdjust : 1;
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};
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// ---------------------------------------------------------------------------
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class TextureManager {
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uint32_t mFlags;
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static status_t initTexture(Image* texture, int32_t format);
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static status_t initTexture(Texture* texture);
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static bool isSupportedYuvFormat(int format);
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static bool isYuvFormat(int format);
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static GLenum getTextureTarget(const Image* pImage);
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public:
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TextureManager(uint32_t flags);
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// load bitmap data into the active buffer
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status_t loadTexture(Texture* texture,
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const Region& dirty, const GGLSurface& t);
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// make active buffer an EGLImage if needed
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status_t initEglImage(Image* texture,
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EGLDisplay dpy, const sp<GraphicBuffer>& buffer);
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// activate a texture
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static void activateTexture(const Texture& texture, bool filter);
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// deactivate a texture
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static void deactivateTextures();
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_TEXTURE_MANAGER_H
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