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/*
* Copyright (C) 2007 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_GRAPHIC_BUFFER_H
#define ANDROID_GRAPHIC_BUFFER_H
#include <stdint.h>
#include <sys/types.h>
#include <ui/android_native_buffer.h>
#include <ui/PixelFormat.h>
#include <ui/Rect.h>
#include <utils/Flattenable.h>
#include <pixelflinger/pixelflinger.h>
struct ANativeWindowBuffer;
namespace android {
class GraphicBufferMapper;
// ===========================================================================
// GraphicBuffer
// ===========================================================================
class GraphicBuffer
: public EGLNativeBase<
ANativeWindowBuffer,
GraphicBuffer,
LightRefBase<GraphicBuffer> >, public Flattenable
{
public:
enum {
USAGE_SW_READ_NEVER = GRALLOC_USAGE_SW_READ_NEVER,
USAGE_SW_READ_RARELY = GRALLOC_USAGE_SW_READ_RARELY,
USAGE_SW_READ_OFTEN = GRALLOC_USAGE_SW_READ_OFTEN,
USAGE_SW_READ_MASK = GRALLOC_USAGE_SW_READ_MASK,
USAGE_SW_WRITE_NEVER = GRALLOC_USAGE_SW_WRITE_NEVER,
USAGE_SW_WRITE_RARELY = GRALLOC_USAGE_SW_WRITE_RARELY,
USAGE_SW_WRITE_OFTEN = GRALLOC_USAGE_SW_WRITE_OFTEN,
USAGE_SW_WRITE_MASK = GRALLOC_USAGE_SW_WRITE_MASK,
USAGE_SOFTWARE_MASK = USAGE_SW_READ_MASK|USAGE_SW_WRITE_MASK,
USAGE_PROTECTED = GRALLOC_USAGE_PROTECTED,
USAGE_HW_TEXTURE = GRALLOC_USAGE_HW_TEXTURE,
USAGE_HW_RENDER = GRALLOC_USAGE_HW_RENDER,
USAGE_HW_2D = GRALLOC_USAGE_HW_2D,
USAGE_HW_MASK = GRALLOC_USAGE_HW_MASK
};
GraphicBuffer();
// creates w * h buffer
GraphicBuffer(uint32_t w, uint32_t h, PixelFormat format, uint32_t usage);
// create a buffer from an existing handle
GraphicBuffer(uint32_t w, uint32_t h, PixelFormat format, uint32_t usage,
uint32_t stride, native_handle_t* handle, bool keepOwnership);
// create a buffer from an existing ANativeWindowBuffer
GraphicBuffer(ANativeWindowBuffer* buffer, bool keepOwnership);
// return status
status_t initCheck() const;
uint32_t getWidth() const { return width; }
uint32_t getHeight() const { return height; }
uint32_t getStride() const { return stride; }
uint32_t getUsage() const { return usage; }
PixelFormat getPixelFormat() const { return format; }
Rect getBounds() const { return Rect(width, height); }
status_t reallocate(uint32_t w, uint32_t h, PixelFormat f, uint32_t usage);
status_t lock(uint32_t usage, void** vaddr);
status_t lock(uint32_t usage, const Rect& rect, void** vaddr);
status_t lock(GGLSurface* surface, uint32_t usage);
status_t unlock();
ANativeWindowBuffer* getNativeBuffer() const;
void setIndex(int index);
int getIndex() const;
// for debugging
static void dumpAllocationsToSystemLog();
private:
virtual ~GraphicBuffer();
enum {
ownNone = 0,
ownHandle = 1,
ownData = 2,
};
inline const GraphicBufferMapper& getBufferMapper() const {
return mBufferMapper;
}
inline GraphicBufferMapper& getBufferMapper() {
return mBufferMapper;
}
uint8_t mOwner;
private:
friend class Surface;
friend class BpSurface;
friend class BnSurface;
friend class SurfaceTextureClient;
friend class LightRefBase<GraphicBuffer>;
GraphicBuffer(const GraphicBuffer& rhs);
GraphicBuffer& operator = (const GraphicBuffer& rhs);
const GraphicBuffer& operator = (const GraphicBuffer& rhs) const;
status_t initSize(uint32_t w, uint32_t h, PixelFormat format,
uint32_t usage);
void free_handle();
// Flattenable interface
size_t getFlattenedSize() const;
size_t getFdCount() const;
status_t flatten(void* buffer, size_t size,
int fds[], size_t count) const;
status_t unflatten(void const* buffer, size_t size,
int fds[], size_t count);
GraphicBufferMapper& mBufferMapper;
ssize_t mInitCheck;
int mIndex;
// If we're wrapping another buffer then this reference will make sure it
// doesn't get freed.
sp<ANativeWindowBuffer> mWrappedBuffer;
};
}; // namespace android
#endif // ANDROID_GRAPHIC_BUFFER_H
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