/* * Copyright (C) 2023 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_COMPANION_VIRTUALCAMERA_EGLSURFACETEXTURE_H #define ANDROID_COMPANION_VIRTUALCAMERA_EGLSURFACETEXTURE_H #include #include #include "GLES/gl.h" #include "gui/ConsumerBase.h" #include "gui/Surface.h" #include "utils/RefBase.h" namespace android { class IGraphicBufferProducer; class IGraphicBufferConsumer; class GLConsumer; namespace companion { namespace virtualcamera { // Encapsulates GLConsumer & Surface for rendering into EGL texture. class EglSurfaceTexture { public: // Create new EGL Texture with specified size. EglSurfaceTexture(uint32_t width, uint32_t height); ~EglSurfaceTexture(); // Get Surface backing up the texture. sp getSurface(); // Get GraphicBuffer backing the current texture. sp getCurrentBuffer(); // Get width of surface / texture. uint32_t getWidth() const; // Get height of surface / texture. uint32_t getHeight() const; // Wait for next frame to be available in the surface // until timeout. // // Returns false on timeout, true if new frame was received before timeout. bool waitForNextFrame(std::chrono::nanoseconds timeout); void setFrameAvailableListener( const wp& listener); // Update the texture with the most recent submitted buffer. // Most be called on thread with EGL context. // // Returns EGL texture id of the texture. GLuint updateTexture(); // Returns EGL texture id of the underlying texture. GLuint getTextureId() const; // Returns 4x4 transformation matrix in column-major order, // which should be applied to EGL texture coordinates // before sampling from the texture backed by android native buffer, // so the corresponding region of the underlying buffer is sampled. // // See SurfaceTexture.getTransformMatrix for more details. std::array getTransformMatrix(); private: sp mBufferProducer; sp mBufferConsumer; sp mGlConsumer; sp mSurface; GLuint mTextureId; const uint32_t mWidth; const uint32_t mHeight; }; } // namespace virtualcamera } // namespace companion } // namespace android #endif // ANDROID_COMPANION_VIRTUALCAMERA_EGLSURFACETEXTURE_H