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      1 /*
      2  * Copyright (C) 2015 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #ifndef ANDROID_GL_WORKER_H_
     18 #define ANDROID_GL_WORKER_H_
     19 
     20 #include <vector>
     21 
     22 #define EGL_EGLEXT_PROTOTYPES
     23 #define GL_GLEXT_PROTOTYPES
     24 
     25 #include <EGL/egl.h>
     26 #include <EGL/eglext.h>
     27 #include <GLES2/gl2.h>
     28 #include <GLES2/gl2ext.h>
     29 
     30 #include <ui/GraphicBuffer.h>
     31 
     32 #include "autogl.h"
     33 
     34 namespace android {
     35 
     36 struct DrmHwcLayer;
     37 struct DrmCompositionRegion;
     38 
     39 class GLWorkerCompositor {
     40  public:
     41   GLWorkerCompositor();
     42   ~GLWorkerCompositor();
     43 
     44   int Init();
     45   int Composite(DrmHwcLayer *layers, DrmCompositionRegion *regions,
     46                 size_t num_regions, const sp<GraphicBuffer> &framebuffer);
     47   void Finish();
     48 
     49  private:
     50   struct CachedFramebuffer {
     51     // If the strong_framebuffer is non-NULL, we are holding a strong reference
     52     // until we are sure rendering is done. The weak reference will be equal in
     53     // that case.
     54     sp<GraphicBuffer> strong_framebuffer;
     55     wp<GraphicBuffer> weak_framebuffer;
     56     AutoEGLDisplayImage egl_fb_image;
     57     AutoGLTexture gl_fb_tex;
     58     AutoGLFramebuffer gl_fb;
     59 
     60     CachedFramebuffer(const sp<GraphicBuffer> &gb, AutoEGLDisplayImage &&image,
     61                       AutoGLTexture &&tex, AutoGLFramebuffer &&fb);
     62 
     63     bool Promote();
     64   };
     65 
     66   CachedFramebuffer *FindCachedFramebuffer(
     67       const sp<GraphicBuffer> &framebuffer);
     68   CachedFramebuffer *PrepareAndCacheFramebuffer(
     69       const sp<GraphicBuffer> &framebuffer);
     70 
     71   GLint PrepareAndCacheProgram(unsigned texture_count);
     72 
     73   EGLDisplay egl_display_;
     74   EGLContext egl_ctx_;
     75 
     76   std::vector<AutoGLProgram> blend_programs_;
     77   AutoGLBuffer vertex_buffer_;
     78 
     79   std::vector<CachedFramebuffer> cached_framebuffers_;
     80 };
     81 }
     82 
     83 #endif
     84