blob: 00b296a9eaf960b1f3e5ffd115efceae97d957da [file] [log] [blame]
// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <memory>
#include "base/macros.h"
#include "base/timer/timer.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/native_widget_types.h"
namespace cc {
class CompositorFrame;
class CopyOutputRequest;
class RenderPass;
namespace gpu {
class GpuChannelHost;
namespace ui {
class DisplayCompositor;
class SurfacesState;
namespace ws {
namespace test {
class FrameGeneratorTest;
class FrameGeneratorDelegate;
class ServerWindow;
// Responsible for redrawing the display in response to the redraw requests by
// submitting CompositorFrames to the owned DisplayCompositor.
class FrameGenerator {
FrameGenerator(FrameGeneratorDelegate* delegate,
scoped_refptr<SurfacesState> surfaces_state);
virtual ~FrameGenerator();
void OnGpuChannelEstablished(scoped_refptr<gpu::GpuChannelHost> gpu_channel);
// Schedules a redraw for the provided region.
void RequestRedraw(const gfx::Rect& redraw_region);
void OnAcceleratedWidgetAvailable(gfx::AcceleratedWidget widget);
void RequestCopyOfOutput(
std::unique_ptr<cc::CopyOutputRequest> output_request);
bool is_frame_pending() { return frame_pending_; }
friend class ui::ws::test::FrameGeneratorTest;
void WantToDraw();
// This method initiates a top level redraw of the display.
// TODO(fsamuel): This should use vblank as a signal rather than a timer
void Draw();
// This is called after the DisplayCompositor has completed generating a new
// frame for the display. TODO(fsamuel): Idle time processing should happen
// here if there is budget for it.
void DidDraw();
// Generates the CompositorFrame for the current |dirty_rect_|.
cc::CompositorFrame GenerateCompositorFrame(
const gfx::Rect& output_rect) const;
// DrawWindowTree recursively visits ServerWindows, creating a SurfaceDrawQuad
// for each that lacks one.
void DrawWindowTree(cc::RenderPass* pass,
ServerWindow* window,
const gfx::Vector2d& parent_to_root_origin_offset,
float opacity,
bool* may_contain_video) const;
FrameGeneratorDelegate* delegate_;
scoped_refptr<SurfacesState> surfaces_state_;
scoped_refptr<gpu::GpuChannelHost> gpu_channel_;
std::unique_ptr<DisplayCompositor> display_compositor_;
gfx::AcceleratedWidget widget_ = gfx::kNullAcceleratedWidget;
// The region that needs to be redrawn next time the compositor frame is
// generated.
gfx::Rect dirty_rect_;
base::Timer draw_timer_;
bool frame_pending_ = false;
bool may_contain_video_ = false;
base::WeakPtrFactory<FrameGenerator> weak_factory_;
} // namespace ws
} // namespace ui