gecko/gfx/gl/GLSharedHandleHelpers.h

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GLSHAREDHANDLEHELPERS_H_
#define GLSHAREDHANDLEHELPERS_H_
#include "GLContextTypes.h"
#include "mozilla/gfx/Types.h"
namespace mozilla {
namespace gl {
/**
* Create a new shared GLContext content handle, using the passed buffer as a source.
* Must be released by ReleaseSharedHandle.
*/
SharedTextureHandle CreateSharedHandle(GLContext* gl,
SharedTextureShareType shareType,
void* buffer,
SharedTextureBufferType bufferType);
/**
* - It is better to call ReleaseSharedHandle before original GLContext destroyed,
* otherwise warning will be thrown on attempt to destroy Texture associated with SharedHandle, depends on backend implementation.
* - It does not require to be called on context where it was created,
* because SharedHandle suppose to keep Context reference internally,
* or don't require specific context at all, for example IPC SharedHandle.
* - Not recommended to call this between AttachSharedHandle and Draw Target call.
* if it is really required for some special backend, then DetachSharedHandle API must be added with related implementation.
* - It is recommended to stop any possible access to SharedHandle (Attachments, pending GL calls) before calling Release,
* otherwise some artifacts might appear or even crash if API backend implementation does not expect that.
* SharedHandle (currently EGLImage) does not require GLContext because it is EGL call, and can be destroyed
* at any time, unless EGLImage have siblings (which are not expected with current API).
*/
void ReleaseSharedHandle(GLContext* gl,
SharedTextureShareType shareType,
SharedTextureHandle sharedHandle);
typedef struct {
GLenum mTarget;
gfx::SurfaceFormat mTextureFormat;
gfx::Matrix4x4 mTextureTransform;
} SharedHandleDetails;
/**
* Returns information necessary for rendering a shared handle.
* These values change depending on what sharing mechanism is in use
*/
bool GetSharedHandleDetails(GLContext* gl,
SharedTextureShareType shareType,
SharedTextureHandle sharedHandle,
SharedHandleDetails& details);
/**
* Attach Shared GL Handle to GL_TEXTURE_2D target
* GLContext must be current before this call
*/
bool AttachSharedHandle(GLContext* gl,
SharedTextureShareType shareType,
SharedTextureHandle sharedHandle);
/**
* Detach Shared GL Handle from GL_TEXTURE_2D target
*/
void DetachSharedHandle(GLContext* gl,
SharedTextureShareType shareType,
SharedTextureHandle sharedHandle);
}
}
#endif