Implement first pass bitmap to allocation support. The Java bindings can create a 2D allocation by passing in a Bitmap object.
diff --git a/libs/rs/rsProgramFragment.cpp b/libs/rs/rsProgramFragment.cpp
index 5367c53..1a6e2c7 100644
--- a/libs/rs/rsProgramFragment.cpp
+++ b/libs/rs/rsProgramFragment.cpp
@@ -40,7 +40,7 @@
for (uint32_t ct=0; ct < MAX_TEXTURE; ct++) {
glActiveTexture(GL_TEXTURE0 + ct);
if (!(mTextureEnableMask & (1 << ct)) ||
- !mSamplers[ct].get() ||
+ //!mSamplers[ct].get() ||
!mTextures[ct].get()) {
glDisable(GL_TEXTURE_2D);
@@ -62,7 +62,14 @@
break;
}
- mSamplers[ct]->setupGL();
+// if (mSamplers[ct].get()) {
+ //mSamplers[ct]->setupGL();
+// } else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ //}
}
glActiveTexture(GL_TEXTURE0);
}