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67 lines
1.8 KiB
C++
67 lines
1.8 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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// vim:set ts=2 sts=2 sw=2 et cin:
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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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#ifndef nsSurfaceTexture_h__
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#define nsSurfaceTexture_h__
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#ifdef MOZ_WIDGET_ANDROID
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#include <jni.h>
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#include "nsIRunnable.h"
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#include "gfxPlatform.h"
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#include "gfx3DMatrix.h"
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#include "GLDefs.h"
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class gfxASurface;
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/**
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* This class is a wrapper around Android's SurfaceTexture class.
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* Usage is pretty much exactly like the Java class, so see
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* the Android documentation for details.
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*/
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class THEBES_API nsSurfaceTexture {
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(nsSurfaceTexture)
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public:
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static nsSurfaceTexture* Create(GLuint aTexture);
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static nsSurfaceTexture* Find(int id);
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// Returns with reasonable certainty whether or not we'll
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// be able to create and use a SurfaceTexture
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static bool Check();
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~nsSurfaceTexture();
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// This is an ANativeWindow. Use AndroidBridge::LockWindow and
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// friends for manipulating it.
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void* GetNativeWindow();
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// This attaches the updated data to the TEXTURE_EXTERNAL target
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void UpdateTexImage();
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bool GetTransformMatrix(gfx3DMatrix& aMatrix);
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int ID() { return mID; }
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// The callback is guaranteed to be called on the main thread even
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// if the upstream callback is received on a different thread
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void SetFrameAvailableCallback(nsIRunnable* aRunnable);
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// Only should be called by AndroidJNI when we get a
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// callback from the underlying SurfaceTexture instance
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void NotifyFrameAvailable();
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private:
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nsSurfaceTexture();
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bool Init(GLuint aTexture);
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jobject mSurfaceTexture;
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void* mNativeWindow;
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int mID;
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nsRefPtr<nsIRunnable> mFrameAvailableCallback;
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};
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#endif
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#endif
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