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// Copyright 2023 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_SLIM_DAMAGE_DATA_H_
#define CC_SLIM_DAMAGE_DATA_H_
#include <unordered_map>
#include <utility>
#include <vector>
#include "ui/gfx/geometry/rect.h"
namespace cc::slim {
// Data used to compute damage.
struct DamageData {
DamageData();
DamageData(bool property_changed, gfx::Rect visible_rect_in_target);
~DamageData();
// If something that could have caused the content of the layer or render pass
// to change or shift.
bool property_changed = true;
// The visible rect of a layer or render pass in the target space.
// This may be affected by occlusion, but should not be affected by damage
// since it is used to compute damage.
gfx::Rect visible_rect_in_target;
};
// For a particular render pass, store the layer or render pass ID and the
// damage data. Slim compositor render pass id is the same as the root layer
// in that render pass, which means there is never a conflict in this map
// between layers and render passes that draws into a particular render pass.
// Note this is meant to be a map similar to be used as a map and is
// specifically defined as the storage container for a flap_map. Using a vector
// instead since it's not necessary to always keep it sorted; sorting at the end
// after all data has been collected is good enough.
using RenderPassDamageData = std::vector<std::pair<int, DamageData>>;
// Map from render pass ID its damage data.
using FrameDamageData = std::unordered_map<uint64_t, RenderPassDamageData>;
void SortRenderPassDamageData(RenderPassDamageData& data);
} // namespace cc::slim
#endif // CC_SLIM_DAMAGE_DATA_H_