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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 MEDIA_GPU_ANDROID_TEXTURE_OWNER_H_
#define MEDIA_GPU_ANDROID_TEXTURE_OWNER_H_
#include <android/hardware_buffer.h>
#include "base/memory/ref_counted.h"
#include "base/memory/ref_counted_delete_on_sequence.h"
#include "base/single_thread_task_runner.h"
#include "media/gpu/media_gpu_export.h"
#include "ui/gl/android/scoped_java_surface.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_image.h"
#include "ui/gl/gl_surface.h"
namespace media {
// A Texture wrapper interface that creates and maintains ownership of the
// attached GL or Vulkan texture. The texture is destroyed with the object.
// It should only be accessed on the thread it was created on, with the
// exception of CreateJavaSurface(), which can be called on any thread. It's
// safe to keep and drop refptrs to it on any thread; it will be automatically
// destructed on the thread it was constructed on.
class MEDIA_GPU_EXPORT TextureOwner
: public base::RefCountedDeleteOnSequence<TextureOwner> {
public:
// Creates a GL texture using the current platform GL context and returns a
// new TextureOwner attached to it. Returns null on failure.
static scoped_refptr<TextureOwner> Create();
TextureOwner();
scoped_refptr<base::SingleThreadTaskRunner> task_runner() {
return task_runner_;
}
// Returns the GL texture id that the TextureOwner is attached to.
virtual GLuint GetTextureId() const = 0;
virtual gl::GLContext* GetContext() const = 0;
virtual gl::GLSurface* GetSurface() const = 0;
// Create a java surface for the TextureOwner.
virtual gl::ScopedJavaSurface CreateJavaSurface() const = 0;
// Update the texture image using the latest available image data.
virtual void UpdateTexImage() = 0;
// Transformation matrix if any associated with the texture image.
virtual void GetTransformMatrix(float mtx[16]) = 0;
virtual void ReleaseBackBuffers() = 0;
// Sets the expectation of onFrameAVailable for a new frame because a buffer
// was just released to this surface.
virtual void SetReleaseTimeToNow() = 0;
// Ignores a pending release that was previously indicated with
// SetReleaseTimeToNow(). TODO(watk): This doesn't seem necessary. It
// actually may be detrimental because the next time we release a buffer we
// may confuse its onFrameAvailable with the one we're ignoring.
virtual void IgnorePendingRelease() = 0;
// Whether we're expecting onFrameAvailable. True when SetReleaseTimeToNow()
// was called but neither IgnorePendingRelease() nor WaitForFrameAvailable()
// have been called since.
virtual bool IsExpectingFrameAvailable() = 0;
// Waits for onFrameAvailable until it's been 5ms since the buffer was
// released. This must only be called if IsExpectingFrameAvailable().
virtual void WaitForFrameAvailable() = 0;
// Retrieves the AHardwareBuffer from the latest available image data.
// Note that the object must be used and destroyed on the same thread the
// TextureOwner is bound to.
virtual std::unique_ptr<gl::GLImage::ScopedHardwareBuffer>
GetAHardwareBuffer() = 0;
protected:
friend class base::RefCountedDeleteOnSequence<TextureOwner>;
friend class base::DeleteHelper<TextureOwner>;
virtual ~TextureOwner();
private:
scoped_refptr<base::SingleThreadTaskRunner> task_runner_;
DISALLOW_COPY_AND_ASSIGN(TextureOwner);
};
} // namespace media
#endif // MEDIA_GPU_ANDROID_TEXTURE_OWNER_H_