/*
* 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