/* * 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. */ #pragma once #include #include "Layer.h" #include namespace android { namespace uirenderer { class RenderState; /////////////////////////////////////////////////////////////////////////////// // Defines /////////////////////////////////////////////////////////////////////////////// // Debug #if DEBUG_LAYER_RENDERER #define LAYER_RENDERER_LOGD(...) ALOGD(__VA_ARGS__) #else #define LAYER_RENDERER_LOGD(...) #endif /////////////////////////////////////////////////////////////////////////////// // Renderer /////////////////////////////////////////////////////////////////////////////// class LayerRenderer { public: static Layer* createTextureLayer(RenderState& renderState); static void updateTextureLayer(Layer* layer, uint32_t width, uint32_t height, bool isOpaque, bool forceFilter, GLenum renderTarget, const float* textureTransform); }; // class LayerRenderer }; // namespace uirenderer }; // namespace android