Refactor blending and texture gl state
Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
diff --git a/libs/hwui/font/CacheTexture.cpp b/libs/hwui/font/CacheTexture.cpp
index 128e392..53fa0dc 100644
--- a/libs/hwui/font/CacheTexture.cpp
+++ b/libs/hwui/font/CacheTexture.cpp
@@ -157,7 +157,7 @@
mTexture = nullptr;
}
if (mTextureId) {
- mCaches.deleteTexture(mTextureId);
+ mCaches.textureState().deleteTexture(mTextureId);
mTextureId = 0;
}
mDirty = false;
@@ -169,7 +169,7 @@
mLinearFiltering = linearFiltering;
const GLenum filtering = linearFiltering ? GL_LINEAR : GL_NEAREST;
- if (bind) mCaches.bindTexture(getTextureId());
+ if (bind) mCaches.textureState().bindTexture(getTextureId());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
}
@@ -189,7 +189,7 @@
if (!mTextureId) {
glGenTextures(1, &mTextureId);
- mCaches.bindTexture(mTextureId);
+ mCaches.textureState().bindTexture(mTextureId);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Initialize texture dimensions
glTexImage2D(GL_TEXTURE_2D, 0, mFormat, mWidth, mHeight, 0,