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// Copyright 2018 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_COMMAND_BUFFER_SERVICE_AHARDWAREBUFFER_UTILS_H_
#define GPU_COMMAND_BUFFER_SERVICE_AHARDWAREBUFFER_UTILS_H_
#include <memory>
#include "base/memory/scoped_refptr.h"
#include "components/viz/common/resources/resource_format.h"
#include "gpu/gpu_gles2_export.h"
extern "C" typedef struct AHardwareBuffer AHardwareBuffer;
typedef unsigned int GLenum;
namespace base {
namespace android {
class ScopedHardwareBufferHandle;
} // namespace android
} // namespace base
namespace gfx {
class ColorSpace;
class Rect;
class Size;
} // namespace gfx
namespace gpu {
class SharedContextState;
class VulkanImage;
namespace gles2 {
class Texture;
class TexturePassthrough;
} // namespace gles2
// TODO(vikassoni): In future we will need to expose the set of formats and
// constraints (e.g. max size) to the clients somehow that are available for
// certain combinations of SharedImageUsage flags (e.g. when Vulkan is on,
// SHARED_IMAGE_USAGE_GLES2 + SHARED_IMAGE_USAGE_DISPLAY implies AHB, so those
// restrictions apply, but that's decided on the service side).
// For now getting supported format is a static mechanism like this. We
// probably need something like gpu::Capabilities.texture_target_exception_list.
// Returns whether the format is supported by AHardwareBuffer.
bool GPU_GLES2_EXPORT
AHardwareBufferSupportedFormat(viz::ResourceFormat format);
// Returns the corresponding AHardwareBuffer format.
unsigned int GPU_GLES2_EXPORT AHardwareBufferFormat(viz::ResourceFormat format);
// Generates a gles2 texture from AHB. This method must be called with a current
// GLContext which will be used to create the Texture. This method adds a
// lightweight ref on the Texture which the caller is responsible for releasing.
gles2::Texture* GenGLTexture(AHardwareBuffer* buffer,
GLenum target,
const gfx::ColorSpace& color_space,
const gfx::Size& size,
const size_t estimated_size,
const gfx::Rect& cleared_rect);
// Generates a passthrough texture from AHB. This method must be called with a
// current GLContext which will be used to create the Texture.
scoped_refptr<gles2::TexturePassthrough> GenGLTexturePassthrough(
AHardwareBuffer* buffer,
GLenum target,
const gfx::ColorSpace& color_space,
const gfx::Size& size,
const size_t estimated_size,
const gfx::Rect& cleared_rect);
// Create a vulkan image from the AHB handle.
std::unique_ptr<VulkanImage> CreateVkImageFromAhbHandle(
base::android::ScopedHardwareBufferHandle ahb_handle,
SharedContextState* context_state,
const gfx::Size& size,
const viz::ResourceFormat& format,
uint32_t queue_family_index);
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_AHARDWAREBUFFER_UTILS_H_