gecko/gfx/layers/opengl/TexturePoolOGL.h
Birunthan Mohanathas 47ed3a3675 Bug 1182996 - Fix and add missing namespace comments. rs=ehsan
The bulk of this commit was generated by running:

  run-clang-tidy.py \
    -checks='-*,llvm-namespace-comment' \
    -header-filter=^/.../mozilla-central/.* \
    -fix
2015-07-13 08:25:42 -07:00

41 lines
1.2 KiB
C++

/* 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 GFX_TEXTUREPOOLOGL_H
#define GFX_TEXTUREPOOLOGL_H
#include "GLContextTypes.h" // for GLContext, GLuint
namespace mozilla {
namespace gl {
// A texture pool for for the on-screen GLContext. The main purpose of this class
// is to provide the ability to easily allocate an on-screen texture from the
// content thread. The unfortunate nature of the SurfaceTexture API (see AndroidSurfaceTexture)
// necessitates this.
class TexturePoolOGL
{
public:
// Get a new texture from the pool. Will block
// and wait for one to be created if necessary
static GLuint AcquireTexture();
// Called by the active LayerManagerOGL to fill
// the pool
static void Fill(GLContext* aContext);
static GLContext* GetGLContext();
// Initializes the pool, but does not fill it. Called by gfxPlatform init.
static void Init();
// Clears all internal data structures in preparation for shutdown
static void Shutdown();
};
} // namespace gl
} // namespace mozilla
#endif // GFX_TEXTUREPOOLOGL_H