// Copyright 2018 The Chromium Authors
// 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_ABSTRACT_TEXTURE_ANDROID_H_
#define GPU_COMMAND_BUFFER_SERVICE_ABSTRACT_TEXTURE_ANDROID_H_
#include "base/memory/weak_ptr.h"
#include "build/build_config.h"
#include "gpu/command_buffer/service/texture_base.h"
#include "gpu/gpu_gles2_export.h"
#include "ui/gfx/geometry/size.h"
// Forwardly declare a few GL types to avoid including GL header files.
typedef unsigned GLenum;
typedef int GLsizei;
typedef int GLint;
typedef unsigned int GLuint;
namespace gl {
class GLApi;
} // namespace gl
namespace gpu {
namespace gles2 {
class Texture;
class TexturePassthrough;
} // namespace gles2
// An AbstractTextureAndroid enables access to GL textures from the GPU process,
// for things that set up textures using some client's decoder. Creating an
// AbstractTextureAndroid is similar to "glGenTexture", and deleting it is
// similar to calling "glDeleteTextures".
class GPU_GLES2_EXPORT AbstractTextureAndroid final {
public:
static std::unique_ptr<AbstractTextureAndroid> CreateForValidating(
gfx::Size size);
static std::unique_ptr<AbstractTextureAndroid> CreateForPassthrough(
gfx::Size size);
static std::unique_ptr<AbstractTextureAndroid> CreateForTesting(
GLuint texture_id);
explicit AbstractTextureAndroid(std::unique_ptr<TextureBase> texture);
explicit AbstractTextureAndroid(gles2::Texture* texture);
explicit AbstractTextureAndroid(
scoped_refptr<gles2::TexturePassthrough> texture,
const gfx::Size& size);
// The texture is guaranteed to be around while |this| exists, as long as
// the decoder isn't destroyed / context isn't lost.
~AbstractTextureAndroid();
// Return our TextureBase, useful mostly for creating a mailbox. This may
// return null if the texture has been destroyed.
TextureBase* GetTextureBase() const;
// Binds the texture to |service_id|. This will do nothing if the texture has
// been destroyed.
//
// It is not required to SetCleared() if one calls this method.
//
// The context must be current.
void BindToServiceId(GLuint service_id);
// Used to notify the AbstractTexture if the context is lost.
void NotifyOnContextLost();
unsigned int service_id() const { return GetTextureBase()->service_id(); }
base::WeakPtr<AbstractTextureAndroid> AsWeakPtr() {
return weak_ptr_factory_.GetWeakPtr();
}
private:
bool have_context_ = true;
std::unique_ptr<TextureBase> texture_for_testing_;
raw_ptr<gles2::Texture> texture_ = nullptr;
scoped_refptr<gles2::TexturePassthrough> texture_passthrough_;
gfx::Size texture_passthrough_size_;
raw_ptr<gl::GLApi, DanglingUntriaged> api_ = nullptr;
base::WeakPtrFactory<AbstractTextureAndroid> weak_ptr_factory_{this};
};
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_ABSTRACT_TEXTURE_ANDROID_H_