зеркало из https://github.com/mozilla/gecko-dev.git
128 строки
3.0 KiB
C++
128 строки
3.0 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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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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