/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * James Willcox * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #ifndef AndroidGraphicBuffer_h_ #define AndroidGraphicBuffer_h_ #include "gfxASurface.h" #include "nsRect.h" namespace mozilla { /** * This class allows access to Android's direct texturing mechanism. Locking * the buffer gives you a pointer you can read/write to directly. It is fully * threadsafe, but you probably really want to use the AndroidDirectTexture * class which will handle double buffering. * * In order to use the buffer in OpenGL, just call Bind() and it will attach * to whatever texture is bound to GL_TEXTURE_2D. */ class AndroidGraphicBuffer { public: enum { UsageSoftwareRead = 1, UsageSoftwareWrite = 1 << 1, UsageTexture = 1 << 2, UsageTarget = 1 << 3, Usage2D = 1 << 4 }; AndroidGraphicBuffer(PRUint32 width, PRUint32 height, PRUint32 usage, gfxASurface::gfxImageFormat format); virtual ~AndroidGraphicBuffer(); bool Lock(PRUint32 usage, unsigned char **bits); bool Lock(PRUint32 usage, const nsIntRect& rect, unsigned char **bits); bool Unlock(); bool Reallocate(PRUint32 aWidth, PRUint32 aHeight, gfxASurface::gfxImageFormat aFormat); PRUint32 Width() { return mWidth; } PRUint32 Height() { return mHeight; } bool Bind(); private: PRUint32 mWidth; PRUint32 mHeight; PRUint32 mUsage; gfxASurface::gfxImageFormat mFormat; bool EnsureInitialized(); bool EnsureEGLImage(); void DestroyBuffer(); bool EnsureBufferCreated(); PRUint32 GetAndroidUsage(PRUint32 aUsage); PRUint32 GetAndroidFormat(gfxASurface::gfxImageFormat aFormat); void *mHandle; void *mEGLImage; }; } /* mozilla */ #endif /* AndroidGraphicBuffer_h_ */