// Copyright (C) 2020 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 "host-common/GoldfishMediaDefs.h" #include "android/opengles.h" #include #include #include #include namespace android { namespace emulation { // This is a helper class to render decoded frames // to host color buffer class MediaTexturePool { public: // for now, there is only NV12 struct TextureFrame { uint32_t Ytex; uint32_t UVtex; }; // get a TextureFrame structure to hold decoded frame TextureFrame getTextureFrame(int w, int h); void saveDecodedFrameToTexture(TextureFrame frame, void* privData, void* func); // put back a used TextureFrame so it can be reused again // later void putTextureFrame(TextureFrame frame); void cleanUpTextures(); private: using TexSizes = std::pair; using TexFrame = std::pair; using Pool = std::list; using PoolHandle = std::list*; std::map m_WH_to_PoolHandle; std::map m_Frame_to_WH; std::map m_Frame_to_PoolHandle; void deleteTextures(TextureFrame frame); int m_id = 0; public: MediaTexturePool(); ~MediaTexturePool(); private: AndroidVirtioGpuOps* mVirtioGpuOps = nullptr; }; } // namespace emulation } // namespace android