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-rw-r--r--libs/hwui/renderstate/TextureState.cpp147
1 files changed, 0 insertions, 147 deletions
diff --git a/libs/hwui/renderstate/TextureState.cpp b/libs/hwui/renderstate/TextureState.cpp
deleted file mode 100644
index 470b4f5de97f..000000000000
--- a/libs/hwui/renderstate/TextureState.cpp
+++ /dev/null
@@ -1,147 +0,0 @@
-/*
- * Copyright (C) 2015 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 "renderstate/TextureState.h"
-
-#include "Caches.h"
-#include "utils/TraceUtils.h"
-
-#include <GLES3/gl3.h>
-#include <SkBitmap.h>
-#include <SkCanvas.h>
-#include <memory>
-
-namespace android {
-namespace uirenderer {
-
-// Width of mShadowLutTexture, defines how accurate the shadow alpha lookup table is
-static const int SHADOW_LUT_SIZE = 128;
-
-// Must define as many texture units as specified by kTextureUnitsCount
-const GLenum kTextureUnits[] = {GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE2, GL_TEXTURE3};
-
-TextureState::TextureState() : mTextureUnit(0) {
- glActiveTexture(kTextureUnits[0]);
- resetBoundTextures();
-
- GLint maxTextureUnits;
- glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
- LOG_ALWAYS_FATAL_IF(maxTextureUnits < kTextureUnitsCount,
- "At least %d texture units are required!", kTextureUnitsCount);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-}
-
-TextureState::~TextureState() {
- if (mShadowLutTexture != nullptr) {
- mShadowLutTexture->deleteTexture();
- }
-}
-
-/**
- * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to
- * darkness at that spot. Input values of 0->1 should be mapped within the same
- * range, but can affect the curve for a different visual falloff.
- *
- * This is used to populate the shadow LUT texture for quick lookup in the
- * shadow shader.
- */
-static float computeShadowOpacity(float ratio) {
- // exponential falloff function provided by UX
- float val = 1 - ratio;
- return exp(-val * val * 4.0) - 0.018;
-}
-
-void TextureState::constructTexture(Caches& caches) {
- if (mShadowLutTexture == nullptr) {
- mShadowLutTexture.reset(new Texture(caches));
-
- unsigned char bytes[SHADOW_LUT_SIZE];
- for (int i = 0; i < SHADOW_LUT_SIZE; i++) {
- float inputRatio = i / (SHADOW_LUT_SIZE - 1.0f);
- bytes[i] = computeShadowOpacity(inputRatio) * 255;
- }
- mShadowLutTexture->upload(GL_ALPHA, SHADOW_LUT_SIZE, 1, GL_ALPHA, GL_UNSIGNED_BYTE, &bytes);
- mShadowLutTexture->setFilter(GL_LINEAR);
- mShadowLutTexture->setWrap(GL_CLAMP_TO_EDGE);
- }
-}
-
-void TextureState::activateTexture(GLuint textureUnit) {
- LOG_ALWAYS_FATAL_IF(textureUnit >= kTextureUnitsCount,
- "Tried to use texture unit index %d, only %d exist", textureUnit,
- kTextureUnitsCount);
- if (mTextureUnit != textureUnit) {
- glActiveTexture(kTextureUnits[textureUnit]);
- mTextureUnit = textureUnit;
- }
-}
-
-void TextureState::resetActiveTexture() {
- mTextureUnit = -1;
-}
-
-void TextureState::bindTexture(GLuint texture) {
- if (mBoundTextures[mTextureUnit] != texture) {
- glBindTexture(GL_TEXTURE_2D, texture);
- mBoundTextures[mTextureUnit] = texture;
- }
-}
-
-void TextureState::bindTexture(GLenum target, GLuint texture) {
- if (target == GL_TEXTURE_2D) {
- bindTexture(texture);
- } else {
- // GLConsumer directly calls glBindTexture() with
- // target=GL_TEXTURE_EXTERNAL_OES, don't cache this target
- // since the cached state could be stale
- glBindTexture(target, texture);
- }
-}
-
-void TextureState::deleteTexture(GLuint texture) {
- // When glDeleteTextures() is called on a currently bound texture,
- // OpenGL ES specifies that the texture is then considered unbound
- // Consider the following series of calls:
- //
- // glGenTextures -> creates texture name 2
- // glBindTexture(2)
- // glDeleteTextures(2) -> 2 is now unbound
- // glGenTextures -> can return 2 again
- //
- // If we don't call glBindTexture(2) after the second glGenTextures
- // call, any texture operation will be performed on the default
- // texture (name=0)
-
- unbindTexture(texture);
-
- glDeleteTextures(1, &texture);
-}
-
-void TextureState::resetBoundTextures() {
- for (int i = 0; i < kTextureUnitsCount; i++) {
- mBoundTextures[i] = 0;
- }
-}
-
-void TextureState::unbindTexture(GLuint texture) {
- for (int i = 0; i < kTextureUnitsCount; i++) {
- if (mBoundTextures[i] == texture) {
- mBoundTextures[i] = 0;
- }
- }
-}
-
-} /* namespace uirenderer */
-} /* namespace android */