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glworker.h
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glworker.h
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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.
*/
#ifndef ANDROID_GL_WORKER_H_
#define ANDROID_GL_WORKER_H_
#include <vector>
#define EGL_EGLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <ui/GraphicBuffer.h>
#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<GraphicBuffer> &framebuffer,
Importer *importer);
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<GraphicBuffer> strong_framebuffer;
wp<GraphicBuffer> weak_framebuffer;
AutoEGLDisplayImage egl_fb_image;
AutoGLTexture gl_fb_tex;
AutoGLFramebuffer gl_fb;
CachedFramebuffer(const sp<GraphicBuffer> &gb, AutoEGLDisplayImage &&image,
AutoGLTexture &&tex, AutoGLFramebuffer &&fb);
bool Promote();
};
struct {
EGLDisplay saved_egl_display = EGL_NO_DISPLAY;
EGLContext saved_egl_ctx = EGL_NO_CONTEXT;
EGLSurface saved_egl_read = EGL_NO_SURFACE;
EGLSurface saved_egl_draw = EGL_NO_SURFACE;
} private_;
int BeginContext();
int EndContext();
CachedFramebuffer *FindCachedFramebuffer(
const sp<GraphicBuffer> &framebuffer);
CachedFramebuffer *PrepareAndCacheFramebuffer(
const sp<GraphicBuffer> &framebuffer);
GLint PrepareAndCacheProgram(unsigned texture_count);
EGLDisplay egl_display_;
EGLContext egl_ctx_;
std::vector<AutoGLProgram> blend_programs_;
AutoGLBuffer vertex_buffer_;
std::vector<CachedFramebuffer> cached_framebuffers_;
};
}
#endif