mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-24 21:31:04 +00:00
6b95623eac
This allows us to allocate an Android SurfaceTexture in the compositor process as well as an accompanying Surface. We can then transfer the Surface back to the content process via binder, where it can be used for things like WebGL and video decoding. Each SurfaceTexture/Surface pair has a unique handle. We use this handle in layer transactions to locate the SurfaceTexture for a given Surface and composite it appropriately. MozReview-Commit-ID: 68VSbXdfsMH
31 lines
844 B
C++
31 lines
844 B
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 AndroidSurfaceTexture_h__
|
|
#define AndroidSurfaceTexture_h__
|
|
#ifdef MOZ_WIDGET_ANDROID
|
|
|
|
#include "mozilla/gfx/Matrix.h"
|
|
#include "SurfaceTexture.h"
|
|
|
|
typedef uint32_t AndroidSurfaceTextureHandle;
|
|
|
|
namespace mozilla {
|
|
namespace gl {
|
|
|
|
class AndroidSurfaceTexture {
|
|
public:
|
|
static void GetTransformMatrix(java::sdk::SurfaceTexture::LocalRef aSurfaceTexture,
|
|
mozilla::gfx::Matrix4x4& aMatrix);
|
|
|
|
};
|
|
|
|
} // gl
|
|
} // mozilla
|
|
|
|
#endif // MOZ_WIDGET_ANDROID
|
|
#endif // AndroidSurfaceTexture_h__
|