#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/math/rect.h>
#include <dali/public-api/math/vector4.h>
+#include <dali/public-api/rendering/renderer.h>
#include <dali/integration-api/debug.h>
#include <dali/integration-api/gl-abstraction.h>
#include <dali/integration-api/gl-defines.h>
-#include <dali/devel-api/rendering/renderer.h>
#include <dali/internal/render/common/performance-monitor.h>
#include <dali/internal/render/gl-resources/texture-units.h>
#include <dali/internal/render/gl-resources/frame-buffer-state-cache.h>
}
/**
+ * Wrapper for OpenGL ES 2.0 glBindTexture( target )
+ */
+ void BindTexture( int target, GLuint texture )
+ {
+ if (mBound2dTextureId[ mActiveTextureUnit ] != texture)
+ {
+ mBound2dTextureId[ mActiveTextureUnit ] = texture;
+
+ LOG_GL("BindTexture target(%d) %d\n", target, texture);
+ CHECK_GL( mGlAbstraction, mGlAbstraction.BindTexture(target, texture) );
+ }
+ }
+
+ /**
+ * Wrapper for OpenGL ES 2.0 glBindTexture(GL_TEXTURE_CUBE_MAP)
+ */
+ void BindCubeMapTexture( GLuint texture )
+ {
+ LOG_GL("BindTexture GL_TEXTURE_CUBE_MAP %d\n", texture);
+ CHECK_GL( mGlAbstraction, mGlAbstraction.BindTexture(GL_TEXTURE_CUBE_MAP, texture) );
+ }
+
+ /**
* Wrapper for OpenGL ES 2.0 glBlendColor()
*/
void SetDefaultBlendColor()