/* * 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. */ #include #include #include #include #include "Layer.h" #include "SurfaceTextureLayer.h" namespace android { // --------------------------------------------------------------------------- SurfaceTextureLayer::SurfaceTextureLayer() : BufferQueue(true) { } SurfaceTextureLayer::~SurfaceTextureLayer() { } status_t SurfaceTextureLayer::connect(int api, uint32_t* outWidth, uint32_t* outHeight, uint32_t* outTransform) { status_t err = BufferQueue::connect(api, outWidth, outHeight, outTransform); if (err == NO_ERROR) { switch(api) { case NATIVE_WINDOW_API_MEDIA: case NATIVE_WINDOW_API_CAMERA: // Camera preview and videos are rate-limited on the producer // side. If enabled for this build, we use async mode to always // show the most recent frame at the cost of requiring an // additional buffer. #ifndef NEVER_DEFAULT_TO_ASYNC_MODE err = setSynchronousMode(false); break; #endif // fall through to set synchronous mode when not defaulting to // async mode. default: err = setSynchronousMode(true); break; } if (err != NO_ERROR) { disconnect(api); } } return err; } // --------------------------------------------------------------------------- }; // namespace android