| // Copyright 2019 The Chromium Authors |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef COMPONENTS_VIZ_SERVICE_DISPLAY_EMBEDDER_SKIA_OUTPUT_DEVICE_DAWN_H_ |
| #define COMPONENTS_VIZ_SERVICE_DISPLAY_EMBEDDER_SKIA_OUTPUT_DEVICE_DAWN_H_ |
| |
| #include <memory> |
| #include <vector> |
| |
| #include "base/types/pass_key.h" |
| #include "build/build_config.h" |
| #include "components/viz/service/display_embedder/skia_output_device.h" |
| #include "third_party/dawn/include/dawn/native/DawnNative.h" |
| #include "third_party/dawn/include/dawn/webgpu.h" |
| #include "third_party/skia/include/core/SkColorSpace.h" |
| #include "third_party/skia/include/core/SkImageInfo.h" |
| #include "third_party/skia/include/gpu/ganesh/GrBackendSurface.h" |
| #include "ui/gfx/native_ui_types.h" |
| |
| #if BUILDFLAG(IS_WIN) |
| #include "ui/gl/child_window_win.h" |
| #endif |
| |
| #if BUILDFLAG(IS_ANDROID) |
| #include "ui/gl/android/scoped_a_native_window.h" |
| #endif |
| |
| namespace gpu { |
| class SharedContextState; |
| } // namespace gpu |
| |
| namespace viz { |
| |
| class SkiaOutputDeviceDawn : public SkiaOutputDevice { |
| public: |
| using PassKey = base::PassKey<SkiaOutputDeviceDawn>; |
| |
| static std::unique_ptr<SkiaOutputDeviceDawn> Create( |
| scoped_refptr<gpu::SharedContextState> context_state, |
| gfx::SurfaceOrigin origin, |
| gpu::SurfaceHandle surface_handle, |
| gpu::MemoryTracker* memory_tracker, |
| DidSwapBufferCompleteCallback did_swap_buffer_complete_callback); |
| |
| SkiaOutputDeviceDawn( |
| scoped_refptr<gpu::SharedContextState> context_state, |
| gfx::SurfaceOrigin origin, |
| gpu::MemoryTracker* memory_tracker, |
| DidSwapBufferCompleteCallback did_swap_buffer_complete_callback, |
| base::PassKey<SkiaOutputDeviceDawn>); |
| |
| SkiaOutputDeviceDawn(const SkiaOutputDeviceDawn&) = delete; |
| SkiaOutputDeviceDawn& operator=(const SkiaOutputDeviceDawn&) = delete; |
| |
| ~SkiaOutputDeviceDawn() override; |
| |
| #if BUILDFLAG(IS_WIN) |
| gpu::SurfaceHandle GetChildSurfaceHandle() const { |
| return child_window_.window(); |
| } |
| #endif |
| |
| // SkiaOutputDevice implementation: |
| bool Reshape(const ReshapeParams& params) override; |
| void Present(const std::optional<gfx::Rect>& update_rect, |
| BufferPresentedCallback feedback, |
| OutputSurfaceFrame frame) override; |
| SkSurface* BeginPaint( |
| std::vector<GrBackendSemaphore>* end_semaphores) override; |
| void EndPaint() override; |
| |
| private: |
| bool Initialize(gpu::SurfaceHandle surface_handle); |
| |
| scoped_refptr<gpu::SharedContextState> context_state_; |
| wgpu::Surface surface_; |
| wgpu::Texture texture_; |
| sk_sp<SkSurface> sk_surface_; |
| std::unique_ptr<gfx::VSyncProvider> vsync_provider_; |
| |
| gfx::Size size_; |
| sk_sp<SkColorSpace> sk_color_space_; |
| int sample_count_ = 1; |
| |
| #if BUILDFLAG(IS_WIN) |
| // D3D requires that we use flip model swap chains. Flip swap chains require |
| // that the swap chain be connected with DWM. DWM requires that the rendering |
| // windows are owned by the process that's currently doing the rendering. |
| // gl::ChildWindowWin creates and owns a window which is reparented by the |
| // browser to be a child of its window. |
| gl::ChildWindowWin child_window_; |
| #endif |
| |
| #if BUILDFLAG(IS_ANDROID) |
| // Use ScopedANativeWindow to keep the window alive |
| gl::ScopedANativeWindow android_native_window_; |
| #endif |
| }; |
| |
| } // namespace viz |
| |
| #endif // COMPONENTS_VIZ_SERVICE_DISPLAY_EMBEDDER_SKIA_OUTPUT_DEVICE_DAWN_H_ |