/* * Copyright 2018 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. */ #pragma once #include <cstdint> #include <EGL/egl.h> #include <EGL/eglext.h> #include <renderengine/Framebuffer.h> struct ANativeWindowBuffer; namespace android { namespace renderengine { namespace gl { class GLESRenderEngine; class GLFramebuffer : public renderengine::Framebuffer { public: explicit GLFramebuffer(GLESRenderEngine& engine); ~GLFramebuffer() override; bool setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected, const bool useFramebufferCache) override; EGLImageKHR getEGLImage() const { return mEGLImage; } uint32_t getTextureName() const { return mTextureName; } uint32_t getFramebufferName() const { return mFramebufferName; } int32_t getBufferHeight() const { return mBufferHeight; } int32_t getBufferWidth() const { return mBufferWidth; } private: GLESRenderEngine& mEngine; EGLDisplay mEGLDisplay; EGLImageKHR mEGLImage; bool usingFramebufferCache = false; uint32_t mTextureName, mFramebufferName; int32_t mBufferHeight = 0; int32_t mBufferWidth = 0; }; } // namespace gl } // namespace renderengine } // namespace android