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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);
    void incr();
    void decr();

    bool lockFrontBuffer(GLuint& texture, SkRect& rect);
    void releaseFrontBuffer();

private:
    WTF::Mutex                 m_mutex;
    GraphicsContext3DInternal* m_context;
    GLuint m_texture;
    int m_refcount;
};

}
#endif