summaryrefslogtreecommitdiff
path: root/libs/hwui/LayerRenderer.cpp
diff options
context:
space:
mode:
author Romain Guy <romainguy@google.com> 2011-04-28 18:40:04 -0700
committer Romain Guy <romainguy@google.com> 2011-04-28 18:46:19 -0700
commitaa6c24c21c727a196451332448d4e3b11a80be69 (patch)
tree27114ab3852d31723d885f3846ee874a07247126 /libs/hwui/LayerRenderer.cpp
parent9fc27819d75e24ad63d7b383d80f5cb66a577a0d (diff)
New widget: TextureView
Bug #4343984 TextureView can be used to render media content (video, OpenGL, RenderScript) inside a View. The key difference with SurfaceView is that TextureView does not create a new Surface. This gives the ability to seamlessly transform, animate, fade, etc. a TextureView, which was hard if not impossible to do with a SurfaceView. A TextureView also interacts perfectly with ScrollView, ListView, etc. It allows application to embed media content in a much more flexible way than before. For instance, to render the camera preview at 50% opacity, all you need to do is the following: mTextureView.setAlpha(0.5f); Camera c = Camera.open(); c.setPreviewTexture(mTextureView.getSurfaceTexture()); c.startPreview(); TextureView uses a SurfaceTexture to get the job done. More APIs are required to make it easy to create OpenGL contexts for a TextureView. It can currently be done with a bit of JNI code. Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
Diffstat (limited to 'libs/hwui/LayerRenderer.cpp')
-rw-r--r--libs/hwui/LayerRenderer.cpp47
1 files changed, 47 insertions, 0 deletions
diff --git a/libs/hwui/LayerRenderer.cpp b/libs/hwui/LayerRenderer.cpp
index ca1e7ae0027b..e167336c8657 100644
--- a/libs/hwui/LayerRenderer.cpp
+++ b/libs/hwui/LayerRenderer.cpp
@@ -20,6 +20,7 @@
#include "LayerCache.h"
#include "LayerRenderer.h"
+#include "Matrix.h"
#include "Properties.h"
#include "Rect.h"
@@ -165,6 +166,40 @@ void LayerRenderer::generateMesh() {
// Layers management
///////////////////////////////////////////////////////////////////////////////
+Layer* LayerRenderer::createTextureLayer() {
+ LAYER_RENDERER_LOGD("Creating new texture layer");
+
+ Layer* layer = new Layer(0, 0);
+ layer->isCacheable = false;
+ layer->isTextureLayer = true;
+ layer->blend = true;
+ layer->empty = true;
+ layer->fbo = 0;
+ layer->colorFilter = NULL;
+ layer->fbo = 0;
+ layer->layer.set(0.0f, 0.0f, 0.0f, 0.0f);
+ layer->texCoords.set(0.0f, 1.0f, 0.0f, 1.0f);
+ layer->alpha = 255;
+ layer->mode = SkXfermode::kSrcOver_Mode;
+ layer->colorFilter = NULL;
+ layer->region.clear();
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenTextures(1, &layer->texture);
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES, layer->texture);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ return layer;
+}
+
Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) {
LAYER_RENDERER_LOGD("Creating new layer %dx%d", width, height);
@@ -244,6 +279,18 @@ bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) {
return true;
}
+void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
+ float* transform) {
+ if (layer) {
+ layer->width = width;
+ layer->height = height;
+ layer->layer.set(0.0f, 0.0f, width, height);
+ layer->region.set(width, height);
+ layer->regionRect.set(0.0f, 0.0f, width, height);
+ layer->texTransform.load(transform);
+ }
+}
+
void LayerRenderer::destroyLayer(Layer* layer) {
if (layer) {
LAYER_RENDERER_LOGD("Destroying layer, fbo = %d", layer->fbo);