gecko/gfx/gl/AndroidSurfaceTexture.h
James Willcox 01348c1f39 Bug 1014614 - Support attach/detach of GLContext to AndroidSurfaceTexture r=jgilbert
--HG--
extra : rebase_source : b309ea1761abdb26261fe8f2eda03de66952c018
2014-10-17 10:35:11 -05:00

118 lines
3.3 KiB
C++

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