/* * Copyright (C) 2015 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_GL_WORKER_H_ #define ANDROID_GL_WORKER_H_ #include #define EGL_EGLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES #include #include #include #include #include #include "autogl.h" namespace android { struct DrmHwcLayer; struct DrmCompositionRegion; class GLWorkerCompositor { public: GLWorkerCompositor(); ~GLWorkerCompositor(); int Init(); int Composite(DrmHwcLayer *layers, DrmCompositionRegion *regions, size_t num_regions, const sp &framebuffer); void Finish(); private: struct CachedFramebuffer { // If the strong_framebuffer is non-NULL, we are holding a strong reference // until we are sure rendering is done. The weak reference will be equal in // that case. sp strong_framebuffer; wp weak_framebuffer; AutoEGLDisplayImage egl_fb_image; AutoGLTexture gl_fb_tex; AutoGLFramebuffer gl_fb; CachedFramebuffer(const sp &gb, AutoEGLDisplayImage &&image, AutoGLTexture &&tex, AutoGLFramebuffer &&fb); bool Promote(); }; CachedFramebuffer *FindCachedFramebuffer( const sp &framebuffer); CachedFramebuffer *PrepareAndCacheFramebuffer( const sp &framebuffer); GLint PrepareAndCacheProgram(unsigned texture_count); EGLDisplay egl_display_; EGLContext egl_ctx_; std::vector blend_programs_; AutoGLBuffer vertex_buffer_; std::vector cached_framebuffers_; }; } #endif