/* * Copyright 2017 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. */ #pragma once #include #include #include struct ANativeWindowBuffer; namespace android { namespace RE { class Image { public: virtual ~Image() = 0; virtual bool setNativeWindowBuffer(ANativeWindowBuffer* buffer, bool isProtected, int32_t cropWidth, int32_t cropHeight) = 0; }; namespace impl { class RenderEngine; class Image : public RE::Image { public: explicit Image(const RenderEngine& engine); ~Image() override; Image(const Image&) = delete; Image& operator=(const Image&) = delete; bool setNativeWindowBuffer(ANativeWindowBuffer* buffer, bool isProtected, int32_t cropWidth, int32_t cropHeight) override; private: // methods internal to RenderEngine friend class RenderEngine; EGLSurface getEGLImage() const { return mEGLImage; } EGLDisplay mEGLDisplay; EGLImageKHR mEGLImage = EGL_NO_IMAGE_KHR; }; } // namespace impl } // namespace RE } // namespace android