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// Copyright 2010 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 <string>
#include "base/callback.h"
#include "base/macros.h"
#include "base/memory/weak_ptr.h"
#include "base/synchronization/lock.h"
#include "base/threading/thread_checker.h"
#include "cc/cc_export.h"
#include "cc/layers/layer.h"
#include "cc/resources/cross_thread_shared_bitmap.h"
#include "cc/resources/shared_bitmap_id_registrar.h"
#include "components/viz/common/resources/transferable_resource.h"
namespace gpu {
struct SyncToken;
namespace viz {
class SingleReleaseCallback;
namespace cc {
class SingleReleaseCallback;
class TextureLayer;
class TextureLayerClient;
// A Layer containing a the rendered output of a plugin instance. It can be used
// to display gpu or software resources, depending if the compositor is working
// in gpu or software compositing mode (the resources must match the compositing
// mode).
class CC_EXPORT TextureLayer : public Layer, SharedBitmapIdRegistrar {
class CC_EXPORT TransferableResourceHolder
: public base::RefCountedThreadSafe<TransferableResourceHolder> {
class CC_EXPORT MainThreadReference {
explicit MainThreadReference(TransferableResourceHolder* holder);
TransferableResourceHolder* holder() { return holder_.get(); }
scoped_refptr<TransferableResourceHolder> holder_;
const viz::TransferableResource& resource() const { return resource_; }
void Return(const gpu::SyncToken& sync_token, bool is_lost);
// Gets a viz::ReleaseCallback that can be called from another thread. Note:
// the caller must ensure the callback is called.
std::unique_ptr<viz::SingleReleaseCallback> GetCallbackForImplThread(
scoped_refptr<base::SequencedTaskRunner> main_thread_task_runner);
friend class TextureLayer;
// Protected visiblity so only TextureLayer and unit tests can create these.
static std::unique_ptr<MainThreadReference> Create(
const viz::TransferableResource& resource,
std::unique_ptr<viz::SingleReleaseCallback> release_callback);
virtual ~TransferableResourceHolder();
friend class base::RefCountedThreadSafe<TransferableResourceHolder>;
friend class MainThreadReference;
explicit TransferableResourceHolder(
const viz::TransferableResource& resource,
std::unique_ptr<viz::SingleReleaseCallback> release_callback);
void InternalAddRef();
void InternalRelease();
void ReturnAndReleaseOnImplThread(
const scoped_refptr<base::SequencedTaskRunner>& main_thread_task_runner,
const gpu::SyncToken& sync_token,
bool is_lost);
// These members are only accessed on the main thread, or on the impl thread
// during commit where the main thread is blocked.
int internal_references_ = 0;
// The number of derefs posted from the impl thread, and a lock for
// accessing it.
base::Lock posted_internal_derefs_lock_;
int posted_internal_derefs_ = 0;
viz::TransferableResource resource_;
std::unique_ptr<viz::SingleReleaseCallback> release_callback_;
// This lock guards the sync_token_ and is_lost_ fields because they can be
// accessed on both the impl and main thread. We do this to ensure that the
// values of these fields are well-ordered such that the last call to
// ReturnAndReleaseOnImplThread() defines their values.
base::Lock arguments_lock_;
gpu::SyncToken sync_token_;
bool is_lost_ = false;
base::ThreadChecker main_thread_checker_;
// Used when mailbox names are specified instead of texture IDs.
static scoped_refptr<TextureLayer> CreateForMailbox(
TextureLayerClient* client);
// Resets the client, which also resets the texture.
void ClearClient();
// Resets the texture.
void ClearTexture();
std::unique_ptr<LayerImpl> CreateLayerImpl(LayerTreeImpl* tree_impl) override;
// Sets whether this texture should be Y-flipped at draw time. Defaults to
// true.
void SetFlipped(bool flipped);
bool flipped() const { return flipped_; }
// Sets whether this texture should use nearest neighbor interpolation as
// opposed to bilinear. Defaults to false.
void SetNearestNeighbor(bool nearest_neighbor);
// Sets a UV transform to be used at draw time. Defaults to (0, 0) and (1, 1).
void SetUV(const gfx::PointF& top_left, const gfx::PointF& bottom_right);
// Sets an opacity value per vertex. It will be multiplied by the layer
// opacity value.
void SetVertexOpacity(float bottom_left,
float top_left,
float top_right,
float bottom_right);
// Sets whether the alpha channel is premultiplied or unpremultiplied.
// Defaults to true.
void SetPremultipliedAlpha(bool premultiplied_alpha);
// Sets whether the texture should be blended with the background color
// at draw time. Defaults to false.
void SetBlendBackgroundColor(bool blend);
// Code path for plugins which supply their own mailbox.
void SetTransferableResource(
const viz::TransferableResource& resource,
std::unique_ptr<viz::SingleReleaseCallback> release_callback);
void SetNeedsDisplayRect(const gfx::Rect& dirty_rect) override;
void SetLayerTreeHost(LayerTreeHost* layer_tree_host) override;
bool Update() override;
bool IsSnappedToPixelGridInTarget() override;
void PushPropertiesTo(LayerImpl* layer) override;
// Request a mapping from SharedBitmapId to SharedMemory be registered via the
// LayerTreeFrameSink with the display compositor. Once this mapping is
// registered, the SharedBitmapId can be used in TransferableResources given
// to the TextureLayer for display. The SharedBitmapId registration will end
// when the returned SharedBitmapIdRegistration object is destroyed.
// Implemented as a SharedBitmapIdRegistrar interface so that clients can
// have a limited API access.
SharedBitmapIdRegistration RegisterSharedBitmapId(
const viz::SharedBitmapId& id,
scoped_refptr<CrossThreadSharedBitmap> bitmap) override;
explicit TextureLayer(TextureLayerClient* client);
~TextureLayer() override;
bool HasDrawableContent() const override;
void SetTransferableResourceInternal(
const viz::TransferableResource& resource,
std::unique_ptr<viz::SingleReleaseCallback> release_callback,
bool requires_commit);
// Friends to give access to UnregisterSharedBitmapId().
friend SharedBitmapIdRegistration;
// Remove a mapping from SharedBitmapId to SharedMemory in the display
// compositor.
void UnregisterSharedBitmapId(viz::SharedBitmapId id);
TextureLayerClient* client_;
bool flipped_ = true;
bool nearest_neighbor_ = false;
gfx::PointF uv_top_left_ = gfx::PointF();
gfx::PointF uv_bottom_right_ = gfx::PointF(1.f, 1.f);
// [bottom left, top left, top right, bottom right]
float vertex_opacity_[4] = {1.f, 1.f, 1.f, 1.f};
bool premultiplied_alpha_ = true;
bool blend_background_color_ = false;
std::unique_ptr<TransferableResourceHolder::MainThreadReference> holder_ref_;
bool needs_set_resource_ = false;
// The set of SharedBitmapIds to register with the LayerTreeFrameSink on the
// compositor thread. These requests are forwarded to the TextureLayerImpl to
// use, then stored in |registered_bitmaps_| to re-send if the
// TextureLayerImpl object attached to this layer changes, by moving out of
// the LayerTreeHost.
base::flat_map<viz::SharedBitmapId, scoped_refptr<CrossThreadSharedBitmap>>
// The set of previously registered SharedBitmapIds for the current
// LayerTreeHost. If the LayerTreeHost changes, these must be re-sent to the
// (new) TextureLayerImpl to be re-registered.
base::flat_map<viz::SharedBitmapId, scoped_refptr<CrossThreadSharedBitmap>>
// The SharedBitmapIds to unregister on the compositor thread, passed to the
// TextureLayerImpl.
std::vector<viz::SharedBitmapId> to_unregister_bitmap_ids_;
base::WeakPtrFactory<TextureLayer> weak_ptr_factory_;
} // namespace cc