com.sun.prism.es2.ES2TextureData Maven / Gradle / Ivy
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* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
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package com.sun.prism.es2;
import com.sun.prism.Texture.WrapMode;
import com.sun.prism.impl.Disposer;
import com.sun.prism.impl.PrismTrace;
class ES2TextureData implements Disposer.Record {
protected final ES2Context context;
private int texID;
private long size;
private boolean lastAssociatedFilterMode = true;
private WrapMode lastAssociatedWrapMode = WrapMode.REPEAT;
// Caller must call PrismTrace.somethingCreated(...);
protected ES2TextureData(ES2Context context, int texID, long size) {
this.context = context;
this.texID = texID;
this.size = size;
}
ES2TextureData(ES2Context context, int texID, int w, int h, long size) {
this.context = context;
this.texID = texID;
this.size = size;
PrismTrace.textureCreated(texID, w, h, size);
}
public int getTexID() {
return texID;
}
public long getSize() {
return size;
}
public boolean isFiltered() {
return lastAssociatedFilterMode;
}
public void setFiltered(boolean filterMode) {
this.lastAssociatedFilterMode = filterMode;
}
public WrapMode getWrapMode() {
return lastAssociatedWrapMode;
}
public void setWrapMode(WrapMode wrapMode) {
this.lastAssociatedWrapMode = wrapMode;
}
void traceDispose() {
PrismTrace.textureDisposed(texID);
}
@Override
public void dispose() {
if (texID != 0) {
traceDispose();
GLContext glCtx = context.getGLContext();
//context.disposeTexture(texID);
// 4 is the number of textures track in BaseShaderContext
for (int i = 0; i < glCtx.getNumBoundTexture(); i++) {
if (texID == glCtx.getBoundTexture(i)) {
// flush the vertex buffer in case any pending operations
// depend on the texture that is about to be diposed
context.flushVertexBuffer();
// the given texture is currently bound, so unbind it now
glCtx.updateActiveTextureUnit(i);
glCtx.setBoundTexture(0);
}
}
// delete the texture
glCtx.deleteTexture(texID);
this.texID = 0;
}
}
}