blob: 014c75d8c46422461e8f98c66aedae03f5586b31 [file] [log] [blame]
// Copyright 2015 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/aura/mus/mus_context_factory.h"
#include "base/command_line.h"
#include "cc/base/switches.h"
#include "cc/mojo_embedder/async_layer_tree_frame_sink.h"
#include "components/viz/common/gpu/context_provider.h"
#include "components/viz/host/renderer_settings_creation.h"
#include "services/ui/public/cpp/gpu/gpu.h"
#include "ui/aura/mus/window_port_mus.h"
#include "ui/aura/window_tree_host.h"
#include "ui/compositor/compositor_switches.h"
#include "ui/display/display_switches.h"
#include "ui/gfx/switches.h"
#include "ui/gl/gl_bindings.h"
namespace aura {
MusContextFactory::MusContextFactory(ui::Gpu* gpu)
: gpu_(gpu),
weak_ptr_factory_(this) {}
MusContextFactory::~MusContextFactory() {}
void MusContextFactory::OnEstablishedGpuChannel(
base::WeakPtr<ui::Compositor> compositor,
scoped_refptr<gpu::GpuChannelHost> gpu_channel) {
if (!compositor)
return;
WindowTreeHost* host =
WindowTreeHost::GetForAcceleratedWidget(compositor->widget());
WindowPortMus* window_port = WindowPortMus::Get(host->window());
DCHECK(window_port);
scoped_refptr<viz::ContextProvider> context_provider =
gpu_->CreateContextProvider(std::move(gpu_channel));
// If the binding fails, then we need to return early since the compositor
// expects a successfully initialized/bound provider.
if (context_provider->BindToCurrentThread() != gpu::ContextResult::kSuccess) {
// TODO(danakj): We should retry if the result was not kFatalFailure.
return;
}
std::unique_ptr<cc::LayerTreeFrameSink> layer_tree_frame_sink =
window_port->RequestLayerTreeFrameSink(std::move(context_provider),
gpu_->gpu_memory_buffer_manager());
compositor->SetLayerTreeFrameSink(std::move(layer_tree_frame_sink));
}
void MusContextFactory::CreateLayerTreeFrameSink(
base::WeakPtr<ui::Compositor> compositor) {
gpu_->EstablishGpuChannel(
base::BindOnce(&MusContextFactory::OnEstablishedGpuChannel,
weak_ptr_factory_.GetWeakPtr(), compositor));
}
scoped_refptr<viz::ContextProvider>
MusContextFactory::SharedMainThreadContextProvider() {
if (!shared_main_thread_context_provider_) {
scoped_refptr<gpu::GpuChannelHost> gpu_channel =
gpu_->EstablishGpuChannelSync();
shared_main_thread_context_provider_ =
gpu_->CreateContextProvider(std::move(gpu_channel));
if (shared_main_thread_context_provider_->BindToCurrentThread() !=
gpu::ContextResult::kSuccess)
shared_main_thread_context_provider_ = nullptr;
}
return shared_main_thread_context_provider_;
}
void MusContextFactory::RemoveCompositor(ui::Compositor* compositor) {
// NOTIMPLEMENTED();
}
double MusContextFactory::GetRefreshRate() const {
return 60.0;
}
gpu::GpuMemoryBufferManager* MusContextFactory::GetGpuMemoryBufferManager() {
return gpu_->gpu_memory_buffer_manager();
}
cc::TaskGraphRunner* MusContextFactory::GetTaskGraphRunner() {
return raster_thread_helper_.task_graph_runner();
}
bool MusContextFactory::SyncTokensRequiredForDisplayCompositor() {
// The display compositor is out-of-process, so must be using a different
// context from the UI compositor, and requires synchronization between them.
return true;
}
} // namespace aura