/* -*- 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 #include #include "nsIRunnable.h" #include "gfxPlatform.h" #include "GLDefs.h" #include "mozilla/gfx/2D.h" #include "mozilla/gfx/MatrixFwd.h" #include "mozilla/Monitor.h" #include "GeneratedJNIWrappers.h" #include "SurfaceTexture.h" 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 already_AddRefed 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 already_AddRefed Create(); // 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. nsresult Attach(GLContext* aContext, PRIntervalTime aTiemout = PR_INTERVAL_NO_TIMEOUT); nsresult Detach(); // Ability to detach is based on API version (16+), and we also block PowerVR // since it has some type of fencing problem. Bug 1100126. bool CanDetach() const; GLContext* AttachedContext() const { return mAttachedContext; } ANativeWindow* NativeWindow() const { return mNativeWindow; } // This attaches the updated data to the TEXTURE_EXTERNAL target void UpdateTexImage(); void GetTransformMatrix(mozilla::gfx::Matrix4x4& aMatrix) const; 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); GLuint Texture() const { return mTexture; } const java::sdk::Surface::Ref& JavaSurface() const { return mSurface; } private: class Listener; AndroidSurfaceTexture(); ~AndroidSurfaceTexture(); bool Init(GLContext* aContext, GLuint aTexture); GLuint mTexture; java::sdk::SurfaceTexture::GlobalRef mSurfaceTexture; java::sdk::Surface::GlobalRef mSurface; java::SurfaceTextureListener::GlobalRef mListener; GLContext* mAttachedContext; ANativeWindow* mNativeWindow; Monitor mMonitor; }; } } #endif #endif