/* -*- 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 AndroidDirectTexture_h_ #define AndroidDirectTexture_h_ #include "gfxASurface.h" #include "nsRect.h" #include "mozilla/Mutex.h" #include "AndroidGraphicBuffer.h" namespace mozilla { /** * This is a thread safe wrapper around AndroidGraphicBuffer that handles * double buffering. Each call to Bind() flips the buffer when necessary. * * You need to be careful when destroying an instance of this class. If either * buffer is locked by the application of the driver/hardware, bad things will * happen. Be sure that the OpenGL texture is no longer on the screen. */ class AndroidDirectTexture { public: AndroidDirectTexture(PRUint32 width, PRUint32 height, PRUint32 usage, gfxASurface::gfxImageFormat format); virtual ~AndroidDirectTexture(); bool Lock(PRUint32 usage, unsigned char **bits); bool Lock(PRUint32 usage, const nsIntRect& rect, unsigned char **bits); bool Unlock(bool aFlip = true); bool Reallocate(PRUint32 aWidth, PRUint32 aHeight); bool Reallocate(PRUint32 aWidth, PRUint32 aHeight, gfxASurface::gfxImageFormat aFormat); PRUint32 Width() { return mWidth; } PRUint32 Height() { return mHeight; } bool Bind(); private: mozilla::Mutex mLock; bool mNeedFlip; PRUint32 mWidth; PRUint32 mHeight; gfxASurface::gfxImageFormat mFormat; AndroidGraphicBuffer* mFrontBuffer; AndroidGraphicBuffer* mBackBuffer; AndroidGraphicBuffer* mPendingReallocBuffer; void ReallocPendingBuffer(); }; } /* mozilla */ #endif /* AndroidDirectTexture_h_ */