/* * 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 #include #include 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 mShadowLutTexture; }; } /* namespace uirenderer */ } /* namespace android */ #endif // RENDERSTATE_BLEND_H