New widget: TextureView
Bug #4343984
TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.
The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.
For instance, to render the camera preview at 50% opacity,
all you need to do is the following:
mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();
TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.
Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
diff --git a/libs/hwui/Layer.h b/libs/hwui/Layer.h
index 6c4a2a9..16566b8 100644
--- a/libs/hwui/Layer.h
+++ b/libs/hwui/Layer.h
@@ -45,6 +45,8 @@
mesh = NULL;
meshIndices = NULL;
meshElementCount = 0;
+ isCacheable = true;
+ isTextureLayer = false;
}
~Layer() {
@@ -137,6 +139,22 @@
TextureVertex* mesh;
uint16_t* meshIndices;
GLsizei meshElementCount;
+
+ /**
+ * If set to true (by default), the layer can be reused.
+ */
+ bool isCacheable;
+
+ /**
+ * When set to true, this layer must be treated as a texture
+ * layer.
+ */
+ bool isTextureLayer;
+
+ /**
+ * Optional texture coordinates transform.
+ */
+ mat4 texTransform;
}; // struct Layer
}; // namespace uirenderer