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// Copyright (c) 2012 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 GPU_IPC_COMMAND_BUFFER_PROXY_H_
#define GPU_IPC_COMMAND_BUFFER_PROXY_H_
#pragma once
#include <string>
#include "base/callback.h"
#include "gpu/command_buffer/common/command_buffer.h"
#include "gpu/command_buffer/common/command_buffer_shared.h"
struct GpuMemoryAllocationForRenderer;
// Client side proxy that forwards messages synchronously to a
// CommandBufferStub.
class GPU_EXPORT CommandBufferProxy : public gpu::CommandBuffer {
public:
typedef base::Callback<void(
const std::string& msg, int id)> GpuConsoleMessageCallback;
CommandBufferProxy() { }
virtual ~CommandBufferProxy() { }
virtual int GetRouteID() const = 0;
// Invoke the task when the channel has been flushed. Takes care of deleting
// the task whether the echo succeeds or not.
virtual bool Echo(const base::Closure& callback) = 0;
// Sends an IPC message with the new state of surface visibility.
virtual bool SetSurfaceVisible(bool visible) = 0;
virtual bool DiscardBackbuffer() = 0;
virtual bool EnsureBackbuffer() = 0;
// Inserts a sync point, returning its ID. This is handled on the IO thread of
// the GPU process, and so should be relatively fast, but its effect is
// ordered wrt other messages (in particular, Flush). Sync point IDs are
// global and can be used for cross-channel synchronization.
virtual uint32 InsertSyncPoint() = 0;
// Makes this command buffer wait on a sync point. This command buffer will be
// unscheduled until the command buffer that inserted that sync point reaches
// it, or gets destroyed.
virtual void WaitSyncPoint(uint32) = 0;
// Register a callback to invoke whenever we recieve a new memory allocation.
virtual void SetMemoryAllocationChangedCallback(
const base::Callback<void(const GpuMemoryAllocationForRenderer&)>&
callback) = 0;
// Reparent a command buffer. TODO(apatrick): going forward, the notion of
// the parent / child relationship between command buffers is going away in
// favor of the notion of surfaces that can be drawn to in one command buffer
// and bound as a texture in any other.
virtual bool SetParent(CommandBufferProxy* parent_command_buffer,
uint32 parent_texture_id) = 0;
virtual void SetChannelErrorCallback(const base::Closure& callback) = 0;
// Set a task that will be invoked the next time the window becomes invalid
// and needs to be repainted. Takes ownership of task.
virtual void SetNotifyRepaintTask(const base::Closure& callback) = 0;
virtual void SetOnConsoleMessageCallback(
const GpuConsoleMessageCallback& callback) = 0;
private:
DISALLOW_COPY_AND_ASSIGN(CommandBufferProxy);
};
#endif // GPU_IPC_COMMAND_BUFFER_PROXY_H_