gecko/widget/android/AndroidGraphicBuffer.h

102 lines
3.4 KiB
C++

/* -*- 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 <jwillcox@mozilla.com>
*
* 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 AndroidGraphicBuffer_h_
#define AndroidGraphicBuffer_h_
#include "gfxASurface.h"
#include "nsRect.h"
namespace mozilla {
/**
* This class allows access to Android's direct texturing mechanism. Locking
* the buffer gives you a pointer you can read/write to directly. It is fully
* threadsafe, but you probably really want to use the AndroidDirectTexture
* class which will handle double buffering.
*
* In order to use the buffer in OpenGL, just call Bind() and it will attach
* to whatever texture is bound to GL_TEXTURE_2D.
*/
class AndroidGraphicBuffer
{
public:
enum {
UsageSoftwareRead = 1,
UsageSoftwareWrite = 1 << 1,
UsageTexture = 1 << 2,
UsageTarget = 1 << 3,
Usage2D = 1 << 4
};
AndroidGraphicBuffer(PRUint32 width, PRUint32 height, PRUint32 usage, gfxASurface::gfxImageFormat format);
virtual ~AndroidGraphicBuffer();
int Lock(PRUint32 usage, unsigned char **bits);
int Lock(PRUint32 usage, const nsIntRect& rect, unsigned char **bits);
int Unlock();
bool Reallocate(PRUint32 aWidth, PRUint32 aHeight, gfxASurface::gfxImageFormat aFormat);
PRUint32 Width() { return mWidth; }
PRUint32 Height() { return mHeight; }
bool Bind();
static bool IsBlacklisted();
private:
PRUint32 mWidth;
PRUint32 mHeight;
PRUint32 mUsage;
gfxASurface::gfxImageFormat mFormat;
bool EnsureInitialized();
bool EnsureEGLImage();
void DestroyBuffer();
bool EnsureBufferCreated();
PRUint32 GetAndroidUsage(PRUint32 aUsage);
PRUint32 GetAndroidFormat(gfxASurface::gfxImageFormat aFormat);
void *mHandle;
void *mEGLImage;
};
} /* mozilla */
#endif /* AndroidGraphicBuffer_h_ */