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// Copyright 2016 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 "ui/accelerated_widget_mac/accelerated_widget_mac_export.h"
#include "ui/accelerated_widget_mac/ca_renderer_layer_tree.h"
#include "ui/accelerated_widget_mac/gl_renderer_layer_tree.h"
namespace ui {
// A structure that holds the tree of CALayers to display composited content.
// The CALayer tree may consist of a GLRendererLayerTree if the OpenGL renderer
// is being used, or a CARendererLayerTree if the CoreAnimation renderer is
// being used.
// This is instantiated in the GPU process and sent to the browser process via
// the cross-process CoreAnimation API. This is intended to be moved entirely
// to the browser process in
explicit CALayerTreeCoordinator(bool allow_remote_layers,
bool allow_av_sample_buffer_display_layer);
// Set the composited frame's size.
void Resize(const gfx::Size& pixel_size, float scale_factor);
// Set the OpenGL backbuffer to which the pending frame was rendered. This is
// used to draw frames created by the OpenGL renderer.
bool SetPendingGLRendererBackbuffer(
base::ScopedCFTypeRef<IOSurfaceRef> backbuffer);
// The CARendererLayerTree for the pending frame. This is used to construct
// the CALayer tree for the CoreAnimation renderer.
CARendererLayerTree* GetPendingCARendererLayerTree();
// Commit the pending frame's OpenGL backbuffer or CALayer tree to be
// attached to the root CALayer. If the frame can be displayed using the
// fullscreen low power layer then |fullscreen_low_power_layer_valid| will
// be set to true.
void CommitPendingTreesToCA(const gfx::Rect& pixel_damage_rect,
bool* fullscreen_low_power_layer_valid);
// Get the root CALayer to display the current frame. This does not change
// over the lifetime of the object.
CALayer* GetCALayerForDisplay() const;
// Get the CALayer to display fullscreen low power content. This does not
// change over the lifetime of the object.
CALayer* GetFullscreenLowPowerLayerForDisplay() const;
// Get the current frame's OpenGL backbuffer IOSurface. This is only needed
// when not using remote layers.
IOSurfaceRef GetIOSurfaceForDisplay();
const bool allow_remote_layers_ = true;
const bool allow_av_sample_buffer_display_layer_ = true;
gfx::Size pixel_size_;
float scale_factor_ = 1;
base::scoped_nsobject<CALayer> root_ca_layer_;
base::scoped_nsobject<AVSampleBufferDisplayLayer> fullscreen_low_power_layer_;
// Frame that has been scheduled, but has not had a subsequent commit call
// made yet.
std::unique_ptr<GLRendererLayerTree> pending_gl_renderer_layer_tree_;
std::unique_ptr<CARendererLayerTree> pending_ca_renderer_layer_tree_;
// Frame that is currently being displayed on the screen.
std::unique_ptr<GLRendererLayerTree> current_gl_renderer_layer_tree_;
std::unique_ptr<CARendererLayerTree> current_ca_renderer_layer_tree_;
// The number of frames since we used the low power layer. Used to avoid
// flashes during transitions between windows.
uint64_t frames_since_low_power_layer_was_valid_ = 0;
} // namespace ui