| /* | |
| * Copyright (C) 2015 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 RENDERSTATE_TEXTURESTATE_H | |
| #define RENDERSTATE_TEXTURESTATE_H | |
| #include "Vertex.h" | |
| #include "Texture.h" | |
| #include <GLES2/gl2.h> | |
| #include <GLES2/gl2ext.h> | |
| #include <memory> | |
| namespace android { | |
| namespace uirenderer { | |
| class Texture; | |
| class TextureState { | |
| friend class Caches; // TODO: move to RenderState | |
| public: | |
| void constructTexture(Caches& caches); | |
| /** | |
| * Activate the specified texture unit. The texture unit must | |
| * be specified using an integer number (0 for GL_TEXTURE0 etc.) | |
| */ | |
| void activateTexture(GLuint textureUnit); | |
| /** | |
| * Invalidate the cached value of the active texture unit. | |
| */ | |
| void resetActiveTexture(); | |
| /** | |
| * Binds the specified texture as a GL_TEXTURE_2D texture. | |
| * All texture bindings must be performed with this method or | |
| * bindTexture(GLenum, GLuint). | |
| */ | |
| void bindTexture(GLuint texture); | |
| /** | |
| * Binds the specified texture with the specified render target. | |
| * All texture bindings must be performed with this method or | |
| * bindTexture(GLuint). | |
| */ | |
| void bindTexture(GLenum target, GLuint texture); | |
| /** | |
| * Deletes the specified texture and clears it from the cache | |
| * of bound textures. | |
| * All textures must be deleted using this method. | |
| */ | |
| void deleteTexture(GLuint texture); | |
| /** | |
| * Signals that the cache of bound textures should be cleared. | |
| * Other users of the context may have altered which textures are bound. | |
| */ | |
| void resetBoundTextures(); | |
| /** | |
| * Clear the cache of bound textures. | |
| */ | |
| void unbindTexture(GLuint texture); | |
| Texture* getShadowLutTexture() { return mShadowLutTexture.get(); } | |
| private: | |
| // total number of texture units available for use | |
| static const int kTextureUnitsCount = 4; | |
| TextureState(); | |
| ~TextureState(); | |
| GLuint mTextureUnit; | |
| // Caches texture bindings for the GL_TEXTURE_2D target | |
| GLuint mBoundTextures[kTextureUnitsCount]; | |
| std::unique_ptr<Texture> mShadowLutTexture; | |
| }; | |
| } /* namespace uirenderer */ | |
| } /* namespace android */ | |
| #endif // RENDERSTATE_BLEND_H |