gecko-dev/gfx/thebes/nsSurfaceTexture.h

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C++

/* -*- 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 nsSurfaceTexture_h__
#define nsSurfaceTexture_h__
#ifdef MOZ_WIDGET_ANDROID
#include <jni.h>
#include "nsIRunnable.h"
#include "gfxPlatform.h"
#include "gfx3DMatrix.h"
#include "GLDefs.h"
class gfxASurface;
/**
* 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 nsSurfaceTexture {
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(nsSurfaceTexture)
public:
static nsSurfaceTexture* Create(GLuint aTexture);
static nsSurfaceTexture* Find(int id);
// Returns with reasonable certainty whether or not we'll
// be able to create and use a SurfaceTexture
static bool Check();
~nsSurfaceTexture();
// This is an ANativeWindow. Use AndroidBridge::LockWindow and
// friends for manipulating it.
void* GetNativeWindow();
// This attaches the updated data to the TEXTURE_EXTERNAL target
void UpdateTexImage();
bool GetTransformMatrix(gfx3DMatrix& aMatrix);
int ID() { return mID; }
// 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);
// Only should be called by AndroidJNI when we get a
// callback from the underlying SurfaceTexture instance
void NotifyFrameAvailable();
private:
nsSurfaceTexture();
bool Init(GLuint aTexture);
jobject mSurfaceTexture;
void* mNativeWindow;
int mID;
nsRefPtr<nsIRunnable> mFrameAvailableCallback;
};
#endif
#endif