Refactor blending and texture gl state
Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
diff --git a/libs/hwui/LayerRenderer.cpp b/libs/hwui/LayerRenderer.cpp
index 076251f..d2f9a94 100644
--- a/libs/hwui/LayerRenderer.cpp
+++ b/libs/hwui/LayerRenderer.cpp
@@ -196,7 +196,7 @@
return nullptr;
}
- caches.activeTexture(0);
+ caches.textureState().activateTexture(0);
Layer* layer = caches.layerCache.get(renderState, width, height);
if (!layer) {
ALOGW("Could not obtain a layer");
@@ -283,7 +283,7 @@
layer->region.clear();
layer->setRenderTarget(GL_NONE); // see ::updateTextureLayer()
- Caches::getInstance().activeTexture(0);
+ Caches::getInstance().textureState().activateTexture(0);
layer->generateTexture();
return layer;
@@ -412,8 +412,8 @@
glGenTextures(1, &texture);
if ((error = glGetError()) != GL_NO_ERROR) goto error;
- caches.activeTexture(0);
- caches.bindTexture(texture);
+ caches.textureState().activateTexture(0);
+ caches.textureState().bindTexture(texture);
glPixelStorei(GL_PACK_ALIGNMENT, bitmap->bytesPerPixel());
@@ -475,7 +475,7 @@
renderState.bindFramebuffer(previousFbo);
layer->setAlpha(alpha, mode);
layer->setFbo(previousLayerFbo);
- caches.deleteTexture(texture);
+ caches.textureState().deleteTexture(texture);
caches.fboCache.put(fbo);
renderState.setViewport(previousViewportWidth, previousViewportHeight);