/* * Copyright (C) 2017 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 "GlLayer.h" #include "Caches.h" #include "RenderNode.h" #include "renderstate/RenderState.h" #include "utils/TraceUtils.h" #include <utils/Log.h> #define ATRACE_LAYER_WORK(label) \ ATRACE_FORMAT("%s HW Layer DisplayList %s %ux%u", label, \ (renderNode.get() != NULL) ? renderNode->getName() : "", getWidth(), \ getHeight()) namespace android { namespace uirenderer { GlLayer::GlLayer(RenderState& renderState, uint32_t layerWidth, uint32_t layerHeight, sk_sp<SkColorFilter> colorFilter, int alpha, SkBlendMode mode, bool blend) : Layer(renderState, Api::OpenGL, colorFilter, alpha, mode) , caches(Caches::getInstance()) , texture(caches) { texture.mWidth = layerWidth; texture.mHeight = layerHeight; texture.blend = blend; } GlLayer::~GlLayer() { // There's a rare possibility that Caches could have been destroyed already // since this method is queued up as a task. // Since this is a reset method, treat this as non-fatal. if (caches.isInitialized() && texture.mId) { texture.deleteTexture(); } } void GlLayer::onGlContextLost() { texture.deleteTexture(); } void GlLayer::setRenderTarget(GLenum renderTarget) { if (renderTarget != getRenderTarget()) { // new render target: bind with new target, and update filter/wrap texture.mTarget = renderTarget; if (texture.mId) { caches.textureState().bindTexture(texture.target(), texture.mId); } texture.setFilter(GL_NEAREST, false, true); texture.setWrap(GL_CLAMP_TO_EDGE, false, true); } } void GlLayer::generateTexture() { if (!texture.mId) { glGenTextures(1, &texture.mId); } } }; // namespace uirenderer }; // namespace android