Encapsulate textures into their own Texture class
the main reason for doing this is so that we can have
access to informations about a texture (like its dimension)
close to where we generate and use shaders in ES 2.0.
Previously, there wasn't any way to get to a texture's size
from a RenderEngine implementation.
Bug: 8679321
Change-Id: I388b338a70d07e3e8177dde248710ea1e4c82dff
diff --git a/services/surfaceflinger/RenderEngine/GLES11RenderEngine.h b/services/surfaceflinger/RenderEngine/GLES11RenderEngine.h
index d20ff1c..90fc82f 100644
--- a/services/surfaceflinger/RenderEngine/GLES11RenderEngine.h
+++ b/services/surfaceflinger/RenderEngine/GLES11RenderEngine.h
@@ -31,6 +31,7 @@
class String8;
class Mesh;
+class Texture;
class GLES11RenderEngine : public RenderEngine {
GLuint mProtectedTexName;
@@ -51,7 +52,7 @@
virtual void setViewportAndProjection(size_t vpw, size_t vph, size_t w, size_t h, bool yswap);
virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, int alpha);
virtual void setupDimLayerBlending(int alpha);
- virtual void setupLayerTexturing(size_t textureName, bool useFiltering, const float* textureMatrix);
+ virtual void setupLayerTexturing(const Texture& texture);
virtual void setupLayerBlackedOut();
virtual void disableTexturing();
virtual void disableBlending();