mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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01348c1f39
--HG-- extra : rebase_source : b309ea1761abdb26261fe8f2eda03de66952c018
118 lines
3.3 KiB
C++
118 lines
3.3 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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// vim:set ts=2 sts=2 sw=2 et cin:
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef AndroidSurfaceTexture_h__
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#define AndroidSurfaceTexture_h__
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#ifdef MOZ_WIDGET_ANDROID
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#include <jni.h>
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#include "nsIRunnable.h"
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#include "gfxPlatform.h"
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#include "GLDefs.h"
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#include "mozilla/gfx/2D.h"
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#include "mozilla/Monitor.h"
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#include "AndroidNativeWindow.h"
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class gfxASurface;
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namespace mozilla {
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namespace gfx {
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class Matrix4x4;
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}
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}
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namespace mozilla {
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namespace gl {
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class GLContext;
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/**
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* This class is a wrapper around Android's SurfaceTexture class.
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* Usage is pretty much exactly like the Java class, so see
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* the Android documentation for details.
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*/
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class AndroidSurfaceTexture {
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(AndroidSurfaceTexture)
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public:
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// The SurfaceTexture is created in an attached state. This method requires
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// Android Ice Cream Sandwich.
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static AndroidSurfaceTexture* Create(GLContext* aGLContext, GLuint aTexture);
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// Here the SurfaceTexture will be created in a detached state. You must call
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// Attach() with the GLContext you wish to composite with. It must be done
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// on the thread where that GLContext is current. This method requires
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// Android Jelly Bean.
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static AndroidSurfaceTexture* Create();
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static AndroidSurfaceTexture* Find(int id);
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// Returns with reasonable certainty whether or not we'll
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// be able to create and use a SurfaceTexture
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static bool Check();
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// If we are on Jelly Bean, the SurfaceTexture can be detached and reattached
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// to allow consumption from different GLContexts. It is recommended to only
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// attach while you are consuming in order to allow this.
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//
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// Only one GLContext may be attached at any given time. If another is already
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// attached, we try to wait for it to become detached.
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bool Attach(GLContext* aContext, PRIntervalTime aTiemout = PR_INTERVAL_NO_TIMEOUT);
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// This is a noop on ICS, and will always fail
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bool Detach();
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GLContext* GetAttachedContext() { return mAttachedContext; }
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AndroidNativeWindow* NativeWindow() {
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return mNativeWindow;
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}
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// This attaches the updated data to the TEXTURE_EXTERNAL target
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void UpdateTexImage();
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bool GetTransformMatrix(mozilla::gfx::Matrix4x4& aMatrix);
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int ID() { return mID; }
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void SetDefaultSize(mozilla::gfx::IntSize size);
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// The callback is guaranteed to be called on the main thread even
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// if the upstream callback is received on a different thread
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void SetFrameAvailableCallback(nsIRunnable* aRunnable);
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// Only should be called by AndroidJNI when we get a
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// callback from the underlying SurfaceTexture instance
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void NotifyFrameAvailable();
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GLuint Texture() { return mTexture; }
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jobject JavaSurface() { return mSurface; }
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private:
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AndroidSurfaceTexture();
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~AndroidSurfaceTexture();
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bool Init(GLContext* aContext, GLuint aTexture);
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GLuint mTexture;
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jobject mSurfaceTexture;
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jobject mSurface;
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Monitor mMonitor;
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GLContext* mAttachedContext;
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RefPtr<AndroidNativeWindow> mNativeWindow;
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int mID;
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nsRefPtr<nsIRunnable> mFrameAvailableCallback;
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};
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}
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}
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#endif
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#endif
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