gecko-dev/widget/android/AndroidGraphicBuffer.h
Ehsan Akhgari e368dc9c85 Bug 579517 - Part 1: Automated conversion of NSPR numeric types to stdint types in Gecko; r=bsmedberg
This patch was generated by a script.  Here's the source of the script for
future reference:

function convert() {
echo "Converting $1 to $2..."
find . ! -wholename "*nsprpub*" \
       ! -wholename "*security/nss*" \
       ! -wholename "*/.hg*" \
       ! -wholename "obj-ff-dbg*" \
       ! -name nsXPCOMCID.h \
       ! -name prtypes.h \
         -type f \
      \( -iname "*.cpp" \
         -o -iname "*.h" \
         -o -iname "*.c" \
         -o -iname "*.cc" \
         -o -iname "*.idl" \
         -o -iname "*.ipdl" \
         -o -iname "*.ipdlh" \
         -o -iname "*.mm" \) | \
    xargs -n 1 sed -i -e "s/\b$1\b/$2/g"
}

convert PRInt8 int8_t
convert PRUint8 uint8_t
convert PRInt16 int16_t
convert PRUint16 uint16_t
convert PRInt32 int32_t
convert PRUint32 uint32_t
convert PRInt64 int64_t
convert PRUint64 uint64_t

convert PRIntn int
convert PRUintn unsigned

convert PRSize size_t

convert PROffset32 int32_t
convert PROffset64 int64_t

convert PRPtrdiff ptrdiff_t

convert PRFloat64 double
2012-08-22 11:56:38 -04:00

73 lines
2.0 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 AndroidGraphicBuffer_h_
#define AndroidGraphicBuffer_h_
#include "gfxASurface.h"
#include "nsRect.h"
typedef void* EGLImageKHR;
typedef void* EGLClientBuffer;
namespace mozilla {
/**
* This class allows access to Android's direct texturing mechanism. Locking
* the buffer gives you a pointer you can read/write to directly. It is fully
* threadsafe, but you probably really want to use the AndroidDirectTexture
* class which will handle double buffering.
*
* In order to use the buffer in OpenGL, just call Bind() and it will attach
* to whatever texture is bound to GL_TEXTURE_2D.
*/
class AndroidGraphicBuffer
{
public:
enum {
UsageSoftwareRead = 1,
UsageSoftwareWrite = 1 << 1,
UsageTexture = 1 << 2,
UsageTarget = 1 << 3,
Usage2D = 1 << 4
};
AndroidGraphicBuffer(uint32_t width, uint32_t height, uint32_t usage, gfxASurface::gfxImageFormat format);
virtual ~AndroidGraphicBuffer();
int Lock(uint32_t usage, unsigned char **bits);
int Lock(uint32_t usage, const nsIntRect& rect, unsigned char **bits);
int Unlock();
bool Reallocate(uint32_t aWidth, uint32_t aHeight, gfxASurface::gfxImageFormat aFormat);
uint32_t Width() { return mWidth; }
uint32_t Height() { return mHeight; }
bool Bind();
static bool IsBlacklisted();
private:
uint32_t mWidth;
uint32_t mHeight;
uint32_t mUsage;
gfxASurface::gfxImageFormat mFormat;
bool EnsureInitialized();
bool EnsureEGLImage();
void DestroyBuffer();
bool EnsureBufferCreated();
uint32_t GetAndroidUsage(uint32_t aUsage);
uint32_t GetAndroidFormat(gfxASurface::gfxImageFormat aFormat);
void *mHandle;
void *mEGLImage;
};
} /* mozilla */
#endif /* AndroidGraphicBuffer_h_ */