// Copyright 2020 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_SHARED_IMAGE_GL_TEXTURE_PASSTHROUGH_ANDROID_IMAGE_REPRESENTATION_H_
#define GPU_COMMAND_BUFFER_SERVICE_SHARED_IMAGE_GL_TEXTURE_PASSTHROUGH_ANDROID_IMAGE_REPRESENTATION_H_
#include "gpu/command_buffer/service/shared_image/android_image_backing.h"
#include "gpu/command_buffer/service/shared_image/shared_image_representation.h"
#include "ui/gl/scoped_egl_image.h"
namespace gpu {
class AndroidImageBacking;
class GLTexturePassthroughAndroidImageRepresentation
: public GLTexturePassthroughImageRepresentation {
public:
GLTexturePassthroughAndroidImageRepresentation(
SharedImageManager* manager,
AndroidImageBacking* backing,
MemoryTypeTracker* tracker,
gl::ScopedEGLImage egl_image,
scoped_refptr<gles2::TexturePassthrough> texture);
~GLTexturePassthroughAndroidImageRepresentation() override;
GLTexturePassthroughAndroidImageRepresentation(
const GLTexturePassthroughAndroidImageRepresentation&) = delete;
GLTexturePassthroughAndroidImageRepresentation& operator=(
const GLTexturePassthroughAndroidImageRepresentation&) = delete;
const scoped_refptr<gles2::TexturePassthrough>& GetTexturePassthrough(
int plane_index) override;
bool BeginAccess(GLenum mode) override;
void EndAccess() override;
private:
AndroidImageBacking* android_backing() {
return static_cast<AndroidImageBacking*>(backing());
}
gl::ScopedEGLImage egl_image_;
scoped_refptr<gles2::TexturePassthrough> texture_;
RepresentationAccessMode mode_ = RepresentationAccessMode::kNone;
};
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_SHARED_IMAGE_GL_TEXTURE_PASSTHROUGH_ANDROID_IMAGE_REPRESENTATION_H_