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/*
* 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.
*/
#include <stdint.h>
#include <stdint.h>
#include "compositor.h"
struct hwc_layer_1;
struct hwc_import_context;
namespace android {
class GLComposition;
class GLCompositor : public Compositor, public Targeting {
public:
GLCompositor();
virtual ~GLCompositor();
virtual int Init();
virtual Targeting *targeting();
virtual int CreateTarget(sp<android::GraphicBuffer> &buffer);
virtual void SetTarget(int target);
virtual void ForgetTarget(int target);
virtual Composition *CreateComposition();
virtual int QueueComposition(Composition *composition);
virtual int Composite();
private:
struct priv_data;
struct texture_from_handle;
struct priv_data *priv_;
int BeginContext();
int EndContext();
int GenerateShaders();
int DoComposition(const GLComposition &composition);
int DoFenceWait(int acquireFenceFd);
int CreateTextureFromHandle(buffer_handle_t handle,
struct texture_from_handle *tex);
void DestroyTextureFromHandle(const struct texture_from_handle &tex);
void CheckAndDestroyTarget(int target_handle);
friend GLComposition;
};
} // namespace android
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