gecko/widget/android/AndroidDirectTexture.cpp
Chris Peterson 5c1ea56db9 Backout f6aff596b0ff (bug 779287). r=me
--HG--
extra : rebase_source : 38526eac16b3eef5fd0e006784fa61a3d37598f6
2012-08-01 13:01:35 -07:00

128 lines
3.0 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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/. */
#include <unistd.h>
#include <errno.h>
#include "AndroidDirectTexture.h"
typedef gfxASurface::gfxImageFormat gfxImageFormat;
namespace mozilla {
AndroidDirectTexture::AndroidDirectTexture(PRUint32 width, PRUint32 height, PRUint32 usage,
gfxImageFormat format) :
mLock("AndroidDirectTexture.mLock")
, mNeedFlip(false)
, mWidth(width)
, mHeight(height)
, mFormat(format)
, mPendingReallocBuffer(NULL)
{
mFrontBuffer = new AndroidGraphicBuffer(width, height, usage, format);
mBackBuffer = new AndroidGraphicBuffer(width, height, usage, format);
}
AndroidDirectTexture::~AndroidDirectTexture()
{
if (mFrontBuffer) {
delete mFrontBuffer;
mFrontBuffer = NULL;
}
if (mBackBuffer) {
delete mBackBuffer;
mBackBuffer = NULL;
}
}
void
AndroidDirectTexture::ReallocPendingBuffer()
{
// We may have reallocated while the current back buffer was being
// used as the front buffer. If we have such a reallocation pending
// and the current back buffer is the target buffer, do it now.
//
// It is assumed that mLock is already acquired
if (mPendingReallocBuffer == mBackBuffer) {
mBackBuffer->Reallocate(mWidth, mHeight, mFormat);
mPendingReallocBuffer = NULL;
}
}
bool
AndroidDirectTexture::Lock(PRUint32 aUsage, unsigned char **bits)
{
nsIntRect rect(0, 0, mWidth, mHeight);
return Lock(aUsage, rect, bits);
}
bool
AndroidDirectTexture::Lock(PRUint32 aUsage, const nsIntRect& aRect, unsigned char **bits)
{
mLock.Lock();
ReallocPendingBuffer();
int result;
while ((result = mBackBuffer->Lock(aUsage, aRect, bits)) == -EBUSY) {
usleep(1000); // 1ms
}
return result == 0;
}
bool
AndroidDirectTexture::Unlock(bool aFlip)
{
if (aFlip) {
mNeedFlip = true;
}
bool result = mBackBuffer->Unlock();
mLock.Unlock();
return result;
}
bool
AndroidDirectTexture::Reallocate(PRUint32 aWidth, PRUint32 aHeight) {
return Reallocate(aWidth, aHeight, mFormat);
}
bool
AndroidDirectTexture::Reallocate(PRUint32 aWidth, PRUint32 aHeight, gfxASurface::gfxImageFormat aFormat)
{
MutexAutoLock lock(mLock);
// We only reallocate the current back buffer. The front buffer is likely
// in use, so we'll reallocate it on the first Lock() after it is rotated
// to the back.
bool result = mBackBuffer->Reallocate(aWidth, aHeight, aFormat);
if (result) {
mPendingReallocBuffer = mFrontBuffer;
mWidth = aWidth;
mHeight = aHeight;
}
return result;
}
bool
AndroidDirectTexture::Bind()
{
MutexAutoLock lock(mLock);
if (mNeedFlip) {
AndroidGraphicBuffer* tmp = mBackBuffer;
mBackBuffer = mFrontBuffer;
mFrontBuffer = tmp;
mNeedFlip = false;
}
return mFrontBuffer->Bind();
}
} /* mozilla */