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// Copyright 2017 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.
#ifndef UI_GL_DIRECT_COMPOSITION_SURFACE_WIN_H_
#define UI_GL_DIRECT_COMPOSITION_SURFACE_WIN_H_
#include <windows.h>
#include <d3d11.h>
#include <dcomp.h>
#include <wrl/client.h>
#include "base/callback.h"
#include "base/time/time.h"
#include "ui/gl/child_window_win.h"
#include "ui/gl/gl_export.h"
#include "ui/gl/gl_surface_egl.h"
#include "ui/gl/vsync_observer.h"
namespace gl {
class DCLayerTree;
class DirectCompositionChildSurfaceWin;
class GLSurfacePresentationHelper;
class VSyncThreadWin;
class GL_EXPORT DirectCompositionSurfaceWin : public GLSurfaceEGL,
public VSyncObserver {
public:
using VSyncCallback =
base::RepeatingCallback<void(base::TimeTicks, base::TimeDelta)>;
struct Settings {
bool disable_nv12_dynamic_textures = false;
bool disable_larger_than_screen_overlays = false;
bool disable_vp_scaling = false;
size_t max_pending_frames = 2;
};
DirectCompositionSurfaceWin(
std::unique_ptr<gfx::VSyncProvider> vsync_provider,
VSyncCallback vsync_callback,
HWND parent_window,
const DirectCompositionSurfaceWin::Settings& settings);
// Returns true if direct composition is supported. We prefer to use direct
// composition event without hardware overlays, because it allows us to bypass
// blitting by DWM to the window redirection surface by using a flip mode swap
// chain. Overridden with --disable-direct-composition.
static bool IsDirectCompositionSupported();
// Returns true if hardware video overlays are supported and should be used.
// Overridden with --enable-direct-composition-video-overlays and
// --disable-direct-composition-video-overlays.
static bool AreOverlaysSupported();
// Returns true if zero copy decode swap chain is supported.
static bool IsDecodeSwapChainSupported();
// After this is called, hardware overlay support is disabled during the
// current GPU process' lifetime.
static void DisableOverlays();
// Returns true if scaled hardware overlays are supported.
static bool AreScaledOverlaysSupported();
// Returns preferred overlay format set when detecting hardware overlay
// support.
static DXGI_FORMAT GetOverlayFormatUsed();
// Returns monitor size.
static gfx::Size GetOverlayMonitorSize();
// Returns overlay support flags for the given format.
// Caller should check for DXGI_OVERLAY_SUPPORT_FLAG_DIRECT and
// DXGI_OVERLAY_SUPPORT_FLAG_SCALING bits.
static UINT GetOverlaySupportFlags(DXGI_FORMAT format);
// Returns true if there is an HDR capable display connected.
static bool IsHDRSupported();
// Returns true if swap chain tearing is supported.
static bool IsSwapChainTearingSupported();
static void SetScaledOverlaysSupportedForTesting(bool value);
static void SetOverlayFormatUsedForTesting(DXGI_FORMAT format);
// GLSurfaceEGL implementation.
bool Initialize(GLSurfaceFormat format) override;
void Destroy() override;
gfx::Size GetSize() override;
bool IsOffscreen() override;
void* GetHandle() override;
bool Resize(const gfx::Size& size,
float scale_factor,
ColorSpace color_space,
bool has_alpha) override;
gfx::SwapResult SwapBuffers(PresentationCallback callback) override;
gfx::SwapResult PostSubBuffer(int x,
int y,
int width,
int height,
PresentationCallback callback) override;
gfx::VSyncProvider* GetVSyncProvider() override;
void SetVSyncEnabled(bool enabled) override;
bool SetEnableDCLayers(bool enable) override;
bool FlipsVertically() const override;
bool SupportsPostSubBuffer() override;
bool OnMakeCurrent(GLContext* context) override;
bool SupportsDCLayers() const override;
bool UseOverlaysForVideo() const override;
bool SupportsProtectedVideo() const override;
bool SetDrawRectangle(const gfx::Rect& rect) override;
gfx::Vector2d GetDrawOffset() const override;
bool SupportsGpuVSync() const override;
void SetGpuVSyncEnabled(bool enabled) override;
// This schedules an overlay plane to be displayed on the next SwapBuffers
// or PostSubBuffer call. Overlay planes must be scheduled before every swap
// to remain in the layer tree. This surface's backbuffer doesn't have to be
// scheduled with ScheduleDCLayer, as it's automatically placed in the layer
// tree at z-order 0.
bool ScheduleDCLayer(const ui::DCRendererLayerParams& params) override;
// VSyncObserver implementation.
void OnVSync(base::TimeTicks vsync_time, base::TimeDelta interval) override;
HWND window() const { return window_; }
scoped_refptr<base::TaskRunner> GetWindowTaskRunnerForTesting();
Microsoft::WRL::ComPtr<IDXGISwapChain1> GetLayerSwapChainForTesting(
size_t index) const;
Microsoft::WRL::ComPtr<IDXGISwapChain1> GetBackbufferSwapChainForTesting()
const;
protected:
~DirectCompositionSurfaceWin() override;
private:
struct PendingFrame {
PendingFrame(Microsoft::WRL::ComPtr<ID3D11Query> query,
PresentationCallback callback);
PendingFrame(PendingFrame&& other);
~PendingFrame();
PendingFrame& operator=(PendingFrame&& other);
// Event query issued after frame is presented.
Microsoft::WRL::ComPtr<ID3D11Query> query;
// Presentation callback enqueued in SwapBuffers().
PresentationCallback callback;
};
bool NeedsVSync() const;
void EnqueuePendingFrame(PresentationCallback callback);
void CheckPendingFrames();
void HandleVSyncOnMainThread(base::TimeTicks vsync_time,
base::TimeDelta interval);
HWND window_ = nullptr;
ChildWindowWin child_window_;
scoped_refptr<base::SequencedTaskRunner> task_runner_;
scoped_refptr<DirectCompositionChildSurfaceWin> root_surface_;
std::unique_ptr<DCLayerTree> layer_tree_;
std::unique_ptr<GLSurfacePresentationHelper> presentation_helper_;
std::unique_ptr<gfx::VSyncProvider> vsync_provider_;
const VSyncCallback vsync_callback_;
bool vsync_callback_enabled_ = false;
VSyncThreadWin* vsync_thread_ = nullptr;
base::TimeTicks last_vsync_time_;
base::TimeDelta last_vsync_interval_;
// Queue of pending presentation callbacks.
base::circular_deque<PendingFrame> pending_frames_;
const size_t max_pending_frames_;
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device_;
Microsoft::WRL::ComPtr<IDCompositionDevice2> dcomp_device_;
base::WeakPtr<DirectCompositionSurfaceWin> weak_ptr_;
base::WeakPtrFactory<DirectCompositionSurfaceWin> weak_factory_;
DISALLOW_COPY_AND_ASSIGN(DirectCompositionSurfaceWin);
};
} // namespace gl
#endif // UI_GL_DIRECT_COMPOSITION_SURFACE_WIN_H_