/* * Copyright 2018 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 #include #include struct ANativeWindowBuffer; namespace android { namespace renderengine { namespace gl { class GLESRenderEngine; class GLImage : public renderengine::Image { public: explicit GLImage(const GLESRenderEngine& engine); ~GLImage() override; bool setNativeWindowBuffer(ANativeWindowBuffer* buffer, bool isProtected) override; EGLImageKHR getEGLImage() const { return mEGLImage; } bool isProtected() const { return mProtected; } private: EGLDisplay mEGLDisplay; EGLImageKHR mEGLImage = EGL_NO_IMAGE_KHR; bool mProtected = false; DISALLOW_COPY_AND_ASSIGN(GLImage); }; } // namespace gl } // namespace renderengine } // namespace android