replicant-frameworks_native/libs/surfaceflinger/TextureManager.h
Mathias Agopian bb641244d7 fix the threading issue for setBuffercount()
this change introduces R/W locks in the right places.
on the server-side, it guarantees that setBufferCount()
is synchronized with "retire" and "resize".
on the client-side, it guarantees that setBufferCount()
is synchronized with "dequeue", "lockbuffer" and "queue"
2010-05-20 18:00:42 -07:00

83 lines
2.2 KiB
C++

/*
* Copyright (C) 2010 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_TEXTURE_MANAGER_H
#define ANDROID_TEXTURE_MANAGER_H
#include <stdint.h>
#include <sys/types.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES/gl.h>
#include <ui/Region.h>
#include <pixelflinger/pixelflinger.h>
namespace android {
// ---------------------------------------------------------------------------
class GraphicBuffer;
// ---------------------------------------------------------------------------
struct Image {
Image() : name(-1U), image(EGL_NO_IMAGE_KHR), width(0), height(0),
transform(0), dirty(true) { }
GLuint name;
EGLImageKHR image;
GLuint width;
GLuint height;
uint32_t transform;
bool dirty;
};
struct Texture : public Image {
Texture() : Image(), NPOTAdjust(false) { }
GLuint potWidth;
GLuint potHeight;
GLfloat wScale;
GLfloat hScale;
bool NPOTAdjust;
};
// ---------------------------------------------------------------------------
class TextureManager {
uint32_t mFlags;
GLuint createTexture();
static bool isSupportedYuvFormat(int format);
public:
TextureManager(uint32_t flags);
// load bitmap data into the active buffer
status_t loadTexture(Texture* texture,
const Region& dirty, const GGLSurface& t);
// make active buffer an EGLImage if needed
status_t initEglImage(Image* texture,
EGLDisplay dpy, const sp<GraphicBuffer>& buffer);
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_TEXTURE_MANAGER_H