/* * Copyright (C) 2011 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. */ #include "LayerRenderer.h" #include "Matrix.h" #include "Properties.h" #include "Rect.h" #include "renderstate/RenderState.h" #include "utils/GLUtils.h" #include "utils/TraceUtils.h" #include #include namespace android { namespace uirenderer { Layer* LayerRenderer::createTextureLayer(RenderState& renderState) { LAYER_RENDERER_LOGD("Creating new texture layer"); Layer* layer = new Layer(renderState, 0, 0); layer->layer.set(0.0f, 0.0f, 0.0f, 0.0f); layer->texCoords.set(0.0f, 1.0f, 1.0f, 0.0f); layer->setRenderTarget(GL_NONE); // see ::updateTextureLayer() Caches::getInstance().textureState().activateTexture(0); layer->generateTexture(); return layer; } void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height, bool isOpaque, bool forceFilter, GLenum renderTarget, const float* textureTransform) { layer->setBlend(!isOpaque); layer->setForceFilter(forceFilter); layer->setSize(width, height); layer->layer.set(0.0f, 0.0f, width, height); layer->getTexTransform().load(textureTransform); if (renderTarget != layer->getRenderTarget()) { layer->setRenderTarget(renderTarget); layer->bindTexture(); layer->setFilter(GL_NEAREST, false, true); layer->setWrap(GL_CLAMP_TO_EDGE, false, true); } } }; // namespace uirenderer }; // namespace android