зеркало из https://github.com/mozilla/gecko-dev.git
160 строки
4.5 KiB
C++
160 строки
4.5 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* James Willcox <jwillcox@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include <unistd.h>
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#include <errno.h>
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#include "AndroidDirectTexture.h"
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typedef gfxASurface::gfxImageFormat gfxImageFormat;
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namespace mozilla {
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AndroidDirectTexture::AndroidDirectTexture(PRUint32 width, PRUint32 height, PRUint32 usage,
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gfxImageFormat format) :
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mLock("AndroidDirectTexture.mLock")
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, mNeedFlip(false)
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, mWidth(width)
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, mHeight(height)
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, mFormat(format)
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, mPendingReallocBuffer(NULL)
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{
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mFrontBuffer = new AndroidGraphicBuffer(width, height, usage, format);
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mBackBuffer = new AndroidGraphicBuffer(width, height, usage, format);
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}
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AndroidDirectTexture::~AndroidDirectTexture()
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{
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if (mFrontBuffer) {
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delete mFrontBuffer;
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mFrontBuffer = NULL;
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}
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if (mBackBuffer) {
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delete mBackBuffer;
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mBackBuffer = NULL;
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}
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}
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void
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AndroidDirectTexture::ReallocPendingBuffer()
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{
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// We may have reallocated while the current back buffer was being
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// used as the front buffer. If we have such a reallocation pending
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// and the current back buffer is the target buffer, do it now.
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//
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// It is assumed that mLock is already acquired
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if (mPendingReallocBuffer == mBackBuffer) {
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mBackBuffer->Reallocate(mWidth, mHeight, mFormat);
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mPendingReallocBuffer = NULL;
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}
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}
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bool
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AndroidDirectTexture::Lock(PRUint32 aUsage, unsigned char **bits)
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{
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nsIntRect rect(0, 0, mWidth, mHeight);
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return Lock(aUsage, rect, bits);
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}
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bool
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AndroidDirectTexture::Lock(PRUint32 aUsage, const nsIntRect& aRect, unsigned char **bits)
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{
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mLock.Lock();
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ReallocPendingBuffer();
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int result;
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while ((result = mBackBuffer->Lock(aUsage, aRect, bits)) == -EBUSY) {
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usleep(1000); // 1ms
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}
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return result == 0;
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}
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bool
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AndroidDirectTexture::Unlock(bool aFlip)
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{
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if (aFlip) {
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mNeedFlip = true;
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}
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bool result = mBackBuffer->Unlock();
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mLock.Unlock();
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return result;
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}
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bool
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AndroidDirectTexture::Reallocate(PRUint32 aWidth, PRUint32 aHeight) {
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return Reallocate(aWidth, aHeight, mFormat);
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}
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bool
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AndroidDirectTexture::Reallocate(PRUint32 aWidth, PRUint32 aHeight, gfxASurface::gfxImageFormat aFormat)
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{
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MutexAutoLock lock(mLock);
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// We only reallocate the current back buffer. The front buffer is likely
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// in use, so we'll reallocate it on the first Lock() after it is rotated
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// to the back.
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bool result = mBackBuffer->Reallocate(aWidth, aHeight, aFormat);
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if (result) {
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mPendingReallocBuffer = mFrontBuffer;
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mWidth = aWidth;
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mHeight = aHeight;
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}
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return result;
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}
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bool
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AndroidDirectTexture::Bind()
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{
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MutexAutoLock lock(mLock);
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if (mNeedFlip) {
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AndroidGraphicBuffer* tmp = mBackBuffer;
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mBackBuffer = mFrontBuffer;
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mFrontBuffer = tmp;
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mNeedFlip = false;
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}
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return mFrontBuffer->Bind();
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}
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} /* mozilla */
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