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1 /*
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 
18 namespace android {
19 namespace uirenderer {
20 
21 // Must define as many texture units as specified by kTextureUnitsCount
22 const GLenum kTextureUnits[] = {
23     GL_TEXTURE0,
24     GL_TEXTURE1,
25     GL_TEXTURE2,
26     GL_TEXTURE3
27 };
28 
TextureState()29 TextureState::TextureState()
30         : mTextureUnit(0) {
31     glActiveTexture(kTextureUnits[0]);
32     resetBoundTextures();
33 
34     GLint maxTextureUnits;
35     glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
36     LOG_ALWAYS_FATAL_IF(maxTextureUnits < kTextureUnitsCount,
37             "At least %d texture units are required!", kTextureUnitsCount);
38 }
39 
activateTexture(GLuint textureUnit)40 void TextureState::activateTexture(GLuint textureUnit) {
41     LOG_ALWAYS_FATAL_IF(textureUnit >= kTextureUnitsCount,
42             "Tried to use texture unit index %d, only %d exist",
43             textureUnit, kTextureUnitsCount);
44     if (mTextureUnit != textureUnit) {
45         glActiveTexture(kTextureUnits[textureUnit]);
46         mTextureUnit = textureUnit;
47     }
48 }
49 
resetActiveTexture()50 void TextureState::resetActiveTexture() {
51     mTextureUnit = -1;
52 }
53 
bindTexture(GLuint texture)54 void TextureState::bindTexture(GLuint texture) {
55     if (mBoundTextures[mTextureUnit] != texture) {
56         glBindTexture(GL_TEXTURE_2D, texture);
57         mBoundTextures[mTextureUnit] = texture;
58     }
59 }
60 
bindTexture(GLenum target,GLuint texture)61 void TextureState::bindTexture(GLenum target, GLuint texture) {
62     if (target == GL_TEXTURE_2D) {
63         bindTexture(texture);
64     } else {
65         // GLConsumer directly calls glBindTexture() with
66         // target=GL_TEXTURE_EXTERNAL_OES, don't cache this target
67         // since the cached state could be stale
68         glBindTexture(target, texture);
69     }
70 }
71 
deleteTexture(GLuint texture)72 void TextureState::deleteTexture(GLuint texture) {
73     // When glDeleteTextures() is called on a currently bound texture,
74     // OpenGL ES specifies that the texture is then considered unbound
75     // Consider the following series of calls:
76     //
77     // glGenTextures -> creates texture name 2
78     // glBindTexture(2)
79     // glDeleteTextures(2) -> 2 is now unbound
80     // glGenTextures -> can return 2 again
81     //
82     // If we don't call glBindTexture(2) after the second glGenTextures
83     // call, any texture operation will be performed on the default
84     // texture (name=0)
85 
86     unbindTexture(texture);
87 
88     glDeleteTextures(1, &texture);
89 }
90 
resetBoundTextures()91 void TextureState::resetBoundTextures() {
92     for (int i = 0; i < kTextureUnitsCount; i++) {
93         mBoundTextures[i] = 0;
94     }
95 }
96 
unbindTexture(GLuint texture)97 void TextureState::unbindTexture(GLuint texture) {
98     for (int i = 0; i < kTextureUnitsCount; i++) {
99         if (mBoundTextures[i] == texture) {
100             mBoundTextures[i] = 0;
101         }
102     }
103 }
104 
105 } /* namespace uirenderer */
106 } /* namespace android */
107 
108