// Copyright 2013 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_GL_ANDROID_SURFACE_TEXTURE_H_
#define UI_GL_ANDROID_SURFACE_TEXTURE_H_
#include <jni.h>
#include "base/android/scoped_java_ref.h"
#include "base/containers/span.h"
#include "base/functional/callback.h"
#include "base/memory/ref_counted.h"
#include "ui/gl/gl_export.h"
namespace gl {
class ScopedANativeWindow;
// This class serves as a bridge for native code to call java functions inside
// android SurfaceTexture class.
class GL_EXPORT SurfaceTexture
: public base::RefCountedThreadSafe<SurfaceTexture> {
public:
static scoped_refptr<SurfaceTexture> Create(int texture_id);
SurfaceTexture(const SurfaceTexture&) = delete;
SurfaceTexture& operator=(const SurfaceTexture&) = delete;
// Set the listener callback, which will be invoked on the same thread that
// is being called from here for registration.
// Note: Since callbacks come in from Java objects that might outlive objects
// being referenced from the callback, the only robust way here is to create
// the callback from a weak pointer to your object.
void SetFrameAvailableCallback(base::RepeatingClosure callback);
// Set the listener callback, but allow it to be invoked on any thread. The
// same caveats apply as SetFrameAvailableCallback, plus whatever other issues
// show up due to multithreading (e.g., don't bind the Closure to a method
// via a weak ref).
void SetFrameAvailableCallbackOnAnyThread(base::RepeatingClosure callback);
// Update the texture image to the most recent frame from the image stream.
void UpdateTexImage();
// Retrieve the 4x4 texture coordinate transform matrix associated with the
// texture image set by the most recent call to updateTexImage.
void GetTransformMatrix(base::span<float, 16> mtx);
// Attach the SurfaceTexture to the texture currently bound to
// GL_TEXTURE_EXTERNAL_OES.
void AttachToGLContext();
// Detaches the SurfaceTexture from the context that owns its current GL
// texture. Must be called with that context current on the calling thread.
void DetachFromGLContext();
// Creates a native render surface for this surface texture.
ScopedANativeWindow CreateSurface();
// Release the SurfaceTexture back buffers. The SurfaceTexture is no longer
// usable after calling this but the front buffer is still valid. Note that
// this is not called 'Release', like the Android API, because scoped_refptr
// calls that quite a bit.
void ReleaseBackBuffers();
// Set the default buffer size for the surface texture.
void SetDefaultBufferSize(int width, int height);
const base::android::JavaRef<jobject>& j_surface_texture() const {
return j_surface_texture_;
}
protected:
explicit SurfaceTexture(
const base::android::ScopedJavaLocalRef<jobject>& j_surface_texture);
private:
friend class base::RefCountedThreadSafe<SurfaceTexture>;
virtual ~SurfaceTexture();
// Java SurfaceTexture instance.
base::android::ScopedJavaGlobalRef<jobject> j_surface_texture_;
};
} // namespace gl
#endif // UI_GL_ANDROID_SURFACE_TEXTURE_H_