replicant-frameworks_native/services/surfaceflinger/SurfaceFlingerConsumer.h
Andy McFadden bf974abe92 Refactor SurfaceTexture a bit.
Rearranges updateTexImage() so that the SurfaceFlinger-specific
behavior is in a new SurfaceFlingerConsumer subclass.

SurfaceTexture behavior should not be altered.  Instead of
acquire-bind-release we now do acquire-release-bind, but since
it's all done with the lock held there shouldn't be any
externally-visible change.

Change-Id: Ia566e4727945e2cfb9359fc6d2a8f8af64d7b7b7
2012-12-11 09:42:51 -08:00

60 lines
2.1 KiB
C++

/*
* Copyright (C) 2012 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_SURFACEFLINGERCONSUMER_H
#define ANDROID_SURFACEFLINGERCONSUMER_H
#include <gui/SurfaceTexture.h>
namespace android {
// ----------------------------------------------------------------------------
/*
* This is a thin wrapper around SurfaceTexture.
*/
class SurfaceFlingerConsumer : public SurfaceTexture {
public:
SurfaceFlingerConsumer(GLuint tex, bool allowSynchronousMode = true,
GLenum texTarget = GL_TEXTURE_EXTERNAL_OES, bool useFenceSync = true,
const sp<BufferQueue> &bufferQueue = 0)
: SurfaceTexture(tex, allowSynchronousMode, texTarget, useFenceSync,
bufferQueue)
{}
class BufferRejecter {
friend class SurfaceFlingerConsumer;
virtual bool reject(const sp<GraphicBuffer>& buf,
const BufferQueue::BufferItem& item) = 0;
protected:
virtual ~BufferRejecter() { }
};
// This version of updateTexImage() takes a functor that may be used to
// reject the newly acquired buffer. Unlike the SurfaceTexture version,
// this does not guarantee that the buffer has been bound to the GL
// texture.
status_t updateTexImage(BufferRejecter* rejecter);
// Pass-through to SurfaceTexture implementation.
status_t bindTextureImage() { return SurfaceTexture::bindTextureImage(); }
};
// ----------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_SURFACEFLINGERCONSUMER_H