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/Texture.h b/services/surfaceflinger/RenderEngine/Texture.h
new file mode 100644
index 0000000..981b475
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/Texture.h
@@ -0,0 +1,55 @@
+/*
+ * Copyright 2013 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 <stdint.h>
+
+#ifndef SF_RENDER_ENGINE_TEXTURE_H
+#define SF_RENDER_ENGINE_TEXTURE_H
+
+namespace android {
+
+class Texture {
+ uint32_t mTextureName;
+ uint32_t mTextureTarget;
+ size_t mWidth;
+ size_t mHeight;
+ bool mFiltering;
+ float mTextureMatrix[16];
+
+public:
+ enum Target { TEXTURE_2D = 0x0DE1, TEXTURE_EXTERNAL = 0x8D65 };
+
+ Texture();
+ Texture(Target textureTarget, uint32_t textureName);
+ ~Texture();
+
+ void init(Target textureTarget, uint32_t textureName);
+
+ void setMatrix(float const* matrix);
+ void setFiltering(bool enabled);
+ void setDimensions(size_t width, size_t height);
+
+ uint32_t getTextureName() const;
+ uint32_t getTextureTarget() const;
+
+ float const* getMatrix() const;
+ bool getFiltering() const;
+ size_t getWidth() const;
+ size_t getHeight() const;
+};
+
+} /* namespace android */
+#endif /* SF_RENDER_ENGINE_TEXTURE_H */