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Chris Craik44eb2c02015-01-29 09:45:09 -08001/*
2 * Copyright (C) 2015 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16#include <renderstate/TextureState.h>
17
18namespace android {
19namespace uirenderer {
20
21// Must define as many texture units as specified by kTextureUnitsCount
22const GLenum kTextureUnits[] = {
23 GL_TEXTURE0,
24 GL_TEXTURE1,
25 GL_TEXTURE2
26};
27
28TextureState::TextureState()
29 : mTextureUnit(0) {
30 glActiveTexture(kTextureUnits[0]);
31 resetBoundTextures();
32
33 GLint maxTextureUnits;
34 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
35 LOG_ALWAYS_FATAL_IF(maxTextureUnits < kTextureUnitsCount,
36 "At least %d texture units are required!", kTextureUnitsCount);
37}
38
39void TextureState::activateTexture(GLuint textureUnit) {
40 if (mTextureUnit != textureUnit) {
41 glActiveTexture(kTextureUnits[textureUnit]);
42 mTextureUnit = textureUnit;
43 }
44}
45
46void TextureState::resetActiveTexture() {
47 mTextureUnit = -1;
48}
49
50void TextureState::bindTexture(GLuint texture) {
51 if (mBoundTextures[mTextureUnit] != texture) {
52 glBindTexture(GL_TEXTURE_2D, texture);
53 mBoundTextures[mTextureUnit] = texture;
54 }
55}
56
57void TextureState::bindTexture(GLenum target, GLuint texture) {
58 if (target == GL_TEXTURE_2D) {
59 bindTexture(texture);
60 } else {
61 // GLConsumer directly calls glBindTexture() with
62 // target=GL_TEXTURE_EXTERNAL_OES, don't cache this target
63 // since the cached state could be stale
64 glBindTexture(target, texture);
65 }
66}
67
68void TextureState::deleteTexture(GLuint texture) {
69 // When glDeleteTextures() is called on a currently bound texture,
70 // OpenGL ES specifies that the texture is then considered unbound
71 // Consider the following series of calls:
72 //
73 // glGenTextures -> creates texture name 2
74 // glBindTexture(2)
75 // glDeleteTextures(2) -> 2 is now unbound
76 // glGenTextures -> can return 2 again
77 //
78 // If we don't call glBindTexture(2) after the second glGenTextures
79 // call, any texture operation will be performed on the default
80 // texture (name=0)
81
82 unbindTexture(texture);
83
84 glDeleteTextures(1, &texture);
85}
86
87void TextureState::resetBoundTextures() {
88 for (int i = 0; i < kTextureUnitsCount; i++) {
89 mBoundTextures[i] = 0;
90 }
91}
92
93void TextureState::unbindTexture(GLuint texture) {
94 for (int i = 0; i < kTextureUnitsCount; i++) {
95 if (mBoundTextures[i] == texture) {
96 mBoundTextures[i] = 0;
97 }
98 }
99}
100
101} /* namespace uirenderer */
102} /* namespace android */
103