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// Copyright 2018 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 CC_PAINT_PAINT_WORKLET_INPUT_H_
#define CC_PAINT_PAINT_WORKLET_INPUT_H_
#include <string>
#include <utility>
#include <vector>
#include "base/containers/flat_map.h"
#include "base/memory/ref_counted.h"
#include "cc/paint/element_id.h"
#include "cc/paint/paint_export.h"
#include "cc/paint/paint_image.h"
#include "third_party/abseil-cpp/absl/types/optional.h"
#include "third_party/skia/include/core/SkColor.h"
#include "third_party/skia/include/core/SkRefCnt.h"
#include "ui/gfx/geometry/size_f.h"
namespace cc {
class PaintOpBuffer;
using PaintRecord = PaintOpBuffer;
class CC_PAINT_EXPORT PaintWorkletInput
: public base::RefCountedThreadSafe<PaintWorkletInput> {
public:
enum class NativePropertyType {
kBackgroundColor,
kInvalid,
};
// Uniquely identifies a property from the animation system, so that a
// PaintWorkletInput can specify the properties it depends on to be painted
// (and for which it must be repainted if their values change).
//
// PropertyKey is designed to support both native and custom properties.
// 1. Custom properties: The same ElementId will be produced for all custom
// properties for a given element. As such we require the custom property
// name as an additional key to uniquely identify custom properties.
// 2. Native properties: When fetching the current value of a native
// property from property tree, we need the ElementId, plus knowing which
// tree to fetch the value from, and that's why we need the
// |native_property_type|.
// One property key should have either |custom_property_name| or
// |native_property_type|, and should never have both or neither.
struct CC_PAINT_EXPORT PropertyKey {
PropertyKey(const std::string& custom_property_name, ElementId element_id);
PropertyKey(NativePropertyType native_property_type, ElementId element_id);
PropertyKey(const PropertyKey&);
~PropertyKey();
bool operator==(const PropertyKey& other) const;
bool operator!=(const PropertyKey& other) const;
bool operator<(const PropertyKey&) const;
absl::optional<std::string> custom_property_name;
absl::optional<NativePropertyType> native_property_type;
ElementId element_id;
};
// A structure that can hold either a float or color type value, depending
// on the type of custom property. Only one of |float_val| and |color_val|
// should hold value at any time; if neither hold value then we should not use
// this value.
// This structure is needed so that PaintWorkletProxyClient::Paint can handle
// both color and float type custom property values at the same time.
struct CC_PAINT_EXPORT PropertyValue {
PropertyValue();
explicit PropertyValue(float value);
explicit PropertyValue(SkColor value);
PropertyValue(const PropertyValue&);
~PropertyValue();
bool has_value() const;
void reset();
absl::optional<float> float_value;
absl::optional<SkColor> color_value;
};
virtual gfx::SizeF GetSize() const = 0;
virtual int WorkletId() const = 0;
// Return the list of properties used as an input by this PaintWorkletInput.
// The values for these properties must be provided when dispatching a worklet
// job for this input.
using PropertyKeys = std::vector<PropertyKey>;
virtual const PropertyKeys& GetPropertyKeys() const = 0;
protected:
friend class base::RefCountedThreadSafe<PaintWorkletInput>;
virtual ~PaintWorkletInput() = default;
};
// PaintWorkletRecordMap ties the input for a PaintWorklet (PaintWorkletInput)
// to the painted output (a PaintRecord). It also stores the PaintImage::Id for
// the PaintWorklet to enable efficient invalidation of dirty PaintWorklets.
using PaintWorkletRecordMap =
base::flat_map<scoped_refptr<const PaintWorkletInput>,
std::pair<PaintImage::Id, sk_sp<PaintRecord>>>;
} // namespace cc
#endif // CC_PAINT_PAINT_WORKLET_INPUT_H_