/* * Copyright (C) 2011 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (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.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef ANDROID_SURFACE_TEXTURE_LAYER_H #define ANDROID_SURFACE_TEXTURE_LAYER_H #include <stdlib.h> #include <stdint.h> #include <sys/types.h> #include <utils/Errors.h> #include <gui/SurfaceTexture.h> namespace android { // --------------------------------------------------------------------------- class Layer; class SurfaceTextureLayer : public SurfaceTexture { wp<Layer> mLayer; uint32_t mDefaultFormat; public: SurfaceTextureLayer(GLuint tex, const sp<Layer>& layer); ~SurfaceTextureLayer(); status_t setDefaultBufferSize(uint32_t w, uint32_t h); status_t setDefaultBufferFormat(uint32_t format); public: virtual status_t setBufferCount(int bufferCount); protected: virtual status_t queueBuffer(int buf, int64_t timestamp, uint32_t* outWidth, uint32_t* outHeight, uint32_t* outTransform); virtual status_t dequeueBuffer(int *buf, uint32_t w, uint32_t h, uint32_t format, uint32_t usage); virtual status_t connect(int api, uint32_t* outWidth, uint32_t* outHeight, uint32_t* outTransform); }; // --------------------------------------------------------------------------- }; // namespace android #endif // ANDROID_SURFACE_TEXTURE_LAYER_H