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+/*
+ * Copyright (C) 2012 Sony Ericsson Mobile Communications AB
+ * Copyright (C) 2012 Sony Mobile Communications AB
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef GraphicsContext3DProxy_h
+#define GraphicsContext3DProxy_h
+
+#include "config.h"
+
+#include "SkRect.h"
+#include "Threading.h"
+#include <wtf/RefCounted.h>
+
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+#include <GLES2/gl2.h>
+
+namespace WebCore {
+
+class GraphicsContext3DInternal;
+
+class GraphicsContext3DProxy: public RefCounted<GraphicsContext3DProxy> {
+public:
+ GraphicsContext3DProxy();
+ ~GraphicsContext3DProxy();
+
+ void setGraphicsContext(GraphicsContext3DInternal* context);
+
+ bool lockFrontBuffer(GLuint& texture, SkRect& rect);
+ void releaseFrontBuffer();
+
+private:
+ WTF::Mutex m_mutex;
+ GraphicsContext3DInternal* m_context;
+ GLuint m_texture;
+};
+
+}
+#endif