scummvm/backends/platform/android/texture.h
dhewg 2d4a64d184 ANDROID: Properly release texture resources
When calling glDeleteTextures() we need a valid surface.
2011-03-02 23:18:36 +01:00

212 lines
4.3 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef _ANDROID_TEXTURE_H_
#define _ANDROID_TEXTURE_H_
#if defined(__ANDROID__)
#include <GLES/gl.h>
#include "graphics/surface.h"
#include "common/rect.h"
#include "common/array.h"
class GLESTexture {
public:
static void initGLExtensions();
GLESTexture();
virtual ~GLESTexture();
void release();
void reinit();
virtual void allocBuffer(GLuint width, GLuint height);
virtual void updateBuffer(GLuint x, GLuint y, GLuint width, GLuint height,
const void *buf, int pitch);
virtual void fillBuffer(byte x);
virtual void drawTexture(GLshort x, GLshort y, GLshort w, GLshort h);
inline GLuint width() const {
return _surface.w;
}
inline GLuint height() const {
return _surface.h;
}
inline const Graphics::Surface *surface_const() const {
return &_surface;
}
inline Graphics::Surface *surface() {
setDirty();
return &_surface;
}
inline bool dirty() const {
return _all_dirty || !_dirty_rect.isEmpty();
}
inline void drawTexture() {
drawTexture(0, 0, _surface.w, _surface.h);
}
protected:
virtual byte bytesPerPixel() const = 0;
virtual GLenum glFormat() const = 0;
virtual GLenum glType() const = 0;
virtual size_t paletteSize() const {
return 0;
}
inline void setDirty() {
_all_dirty = true;
_dirty_rect = Common::Rect();
}
inline void setDirtyRect(const Common::Rect& r) {
if (!_all_dirty) {
if (_dirty_rect.isEmpty())
_dirty_rect = r;
else
_dirty_rect.extend(r);
}
}
GLuint _texture_name;
Graphics::Surface _surface;
GLuint _texture_width;
GLuint _texture_height;
bool _all_dirty;
// Covers dirty area
Common::Rect _dirty_rect;
};
// RGBA4444 texture
class GLES4444Texture : public GLESTexture {
protected:
virtual byte bytesPerPixel() const {
return 2;
}
virtual GLenum glFormat() const {
return GL_RGBA;
}
virtual GLenum glType() const {
return GL_UNSIGNED_SHORT_4_4_4_4;
}
};
// RGB565 texture
class GLES565Texture : public GLESTexture {
protected:
virtual byte bytesPerPixel() const {
return 2;
}
virtual GLenum glFormat() const {
return GL_RGB;
}
virtual GLenum glType() const {
return GL_UNSIGNED_SHORT_5_6_5;
}
};
// RGB888 256-entry paletted texture
class GLESPaletteTexture : public GLESTexture {
public:
GLESPaletteTexture();
virtual ~GLESPaletteTexture();
virtual void allocBuffer(GLuint width, GLuint height);
virtual void updateBuffer(GLuint x, GLuint y, GLuint width, GLuint height,
const void *buf, int pitch);
virtual void fillBuffer(byte x);
virtual void drawTexture(GLshort x, GLshort y, GLshort w, GLshort h);
inline void drawTexture() {
drawTexture(0, 0, _surface.w, _surface.h);
}
inline const byte *palette_const() const {
return _texture;
};
inline byte *palette() {
setDirty();
return _texture;
};
protected:
virtual byte bytesPerPixel() const {
return 1;
}
virtual GLenum glFormat() const {
return GL_RGB;
}
virtual GLenum glType() const {
return GL_PALETTE8_RGB8_OES;
}
virtual size_t paletteSize() const {
return 256 * 3;
}
void uploadTexture() const;
byte *_texture;
};
// RGBA8888 256-entry paletted texture
class GLESPaletteATexture : public GLESPaletteTexture {
protected:
virtual GLenum glFormat() const {
return GL_RGBA;
}
virtual GLenum glType() const {
return GL_PALETTE8_RGBA8_OES;
}
virtual size_t paletteSize() const {
return 256 * 4;
}
};
#endif
#endif