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102 lines
3.4 KiB
C++
102 lines
3.4 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* James Willcox <jwillcox@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef AndroidGraphicBuffer_h_
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#define AndroidGraphicBuffer_h_
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#include "gfxASurface.h"
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#include "nsRect.h"
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namespace mozilla {
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/**
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* This class allows access to Android's direct texturing mechanism. Locking
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* the buffer gives you a pointer you can read/write to directly. It is fully
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* threadsafe, but you probably really want to use the AndroidDirectTexture
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* class which will handle double buffering.
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*
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* In order to use the buffer in OpenGL, just call Bind() and it will attach
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* to whatever texture is bound to GL_TEXTURE_2D.
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*/
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class AndroidGraphicBuffer
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{
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public:
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enum {
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UsageSoftwareRead = 1,
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UsageSoftwareWrite = 1 << 1,
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UsageTexture = 1 << 2,
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UsageTarget = 1 << 3,
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Usage2D = 1 << 4
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};
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AndroidGraphicBuffer(PRUint32 width, PRUint32 height, PRUint32 usage, gfxASurface::gfxImageFormat format);
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virtual ~AndroidGraphicBuffer();
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int Lock(PRUint32 usage, unsigned char **bits);
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int Lock(PRUint32 usage, const nsIntRect& rect, unsigned char **bits);
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int Unlock();
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bool Reallocate(PRUint32 aWidth, PRUint32 aHeight, gfxASurface::gfxImageFormat aFormat);
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PRUint32 Width() { return mWidth; }
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PRUint32 Height() { return mHeight; }
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bool Bind();
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static bool IsBlacklisted();
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private:
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PRUint32 mWidth;
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PRUint32 mHeight;
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PRUint32 mUsage;
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gfxASurface::gfxImageFormat mFormat;
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bool EnsureInitialized();
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bool EnsureEGLImage();
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void DestroyBuffer();
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bool EnsureBufferCreated();
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PRUint32 GetAndroidUsage(PRUint32 aUsage);
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PRUint32 GetAndroidFormat(gfxASurface::gfxImageFormat aFormat);
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void *mHandle;
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void *mEGLImage;
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};
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} /* mozilla */
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#endif /* AndroidGraphicBuffer_h_ */
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