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/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_SURFACE_TEXTURE_LAYER_H
#define ANDROID_SURFACE_TEXTURE_LAYER_H
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <utils/Errors.h>
#include <gui/SurfaceTexture.h>
namespace android {
// ---------------------------------------------------------------------------
class Layer;
class SurfaceTextureLayer : public SurfaceTexture
{
wp<Layer> mLayer;
uint32_t mDefaultFormat;
public:
SurfaceTextureLayer(GLuint tex, const sp<Layer>& layer);
~SurfaceTextureLayer();
status_t setDefaultBufferSize(uint32_t w, uint32_t h);
status_t setDefaultBufferFormat(uint32_t format);
public:
virtual status_t setBufferCount(int bufferCount);
protected:
virtual status_t queueBuffer(int buf, int64_t timestamp,
uint32_t* outWidth, uint32_t* outHeight, uint32_t* outTransform);
virtual status_t dequeueBuffer(int *buf, uint32_t w, uint32_t h,
uint32_t format, uint32_t usage);
virtual status_t connect(int api,
uint32_t* outWidth, uint32_t* outHeight, uint32_t* outTransform);
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_SURFACE_TEXTURE_LAYER_H