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
76 lines
2.3 KiB
C++
76 lines
2.3 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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#ifndef SF_GLES20RENDERENGINE_H_
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#define SF_GLES20RENDERENGINE_H_
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#include <stdint.h>
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#include <sys/types.h>
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#include <GLES2/gl2.h>
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#include "RenderEngine.h"
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#include "ProgramCache.h"
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#include "Description.h"
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// ---------------------------------------------------------------------------
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namespace android {
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// ---------------------------------------------------------------------------
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class String8;
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class Mesh;
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class Texture;
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class GLES20RenderEngine : public RenderEngine {
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GLuint mProtectedTexName;
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GLint mMaxViewportDims[2];
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GLint mMaxTextureSize;
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Description mState;
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virtual void bindImageAsFramebuffer(EGLImageKHR image,
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uint32_t* texName, uint32_t* fbName, uint32_t* status);
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virtual void unbindFramebuffer(uint32_t texName, uint32_t fbName);
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public:
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GLES20RenderEngine();
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protected:
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virtual ~GLES20RenderEngine();
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virtual void dump(String8& result);
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virtual void setViewportAndProjection(size_t vpw, size_t vph, size_t w, size_t h, bool yswap);
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virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, int alpha);
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virtual void setupDimLayerBlending(int alpha);
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virtual void setupLayerTexturing(const Texture& texture);
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virtual void setupLayerBlackedOut();
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virtual void disableTexturing();
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virtual void disableBlending();
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virtual void fillWithColor(const Mesh& mesh, float r, float g, float b, float a);
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virtual void drawMesh(const Mesh& mesh);
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virtual size_t getMaxTextureSize() const;
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virtual size_t getMaxViewportDims() const;
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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// ---------------------------------------------------------------------------
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#endif /* SF_GLES20RENDERENGINE_H_ */
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