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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 ASH_FRAME_SINK_UI_RESOURCE_MANAGER_H_
#define ASH_FRAME_SINK_UI_RESOURCE_MANAGER_H_
#include <memory>
#include <vector>
#include "ash/ash_export.h"
#include "ash/frame_sink/ui_resource.h"
#include "base/containers/flat_map.h"
#include "components/viz/common/resources/resource_format.h"
#include "components/viz/common/resources/resource_id.h"
#include "components/viz/common/resources/transferable_resource.h"
#include "ui/gfx/geometry/size.h"
namespace ash {
// Responsible to keep track of resources that are currently in-use by display
// compositor and resources that are currently available to be reused.
// Once we offer a resource to the manager, UiResourceManager manages the
// lifetime of the resources and keep track if the resource is currently
// exported or is available to use. It is required that all the exported
// resources are reclaimed before we can delete the UiResourceManager.
class ASH_EXPORT UiResourceManager {
public:
UiResourceManager();
UiResourceManager(const UiResourceManager&) = delete;
UiResourceManager& operator=(const UiResourceManager&) = delete;
~UiResourceManager();
// Returns the resource_id of an available resource of given `size`,
// `format` and `ui_source_id`. If there is no matching resource available, we
// return `viz::kInvalidResourceId`.
viz::ResourceId FindResourceToReuse(const gfx::Size& size,
viz::ResourceFormat format,
UiSourceId ui_source_id) const;
const UiResource* PeekAvailableResource(viz::ResourceId resource_id) const;
const UiResource* PeekExportedResource(viz::ResourceId resource_id) const;
std::unique_ptr<UiResource> ReleaseAvailableResource(
viz::ResourceId resource_id);
void ReclaimResources(const std::vector<viz::ReturnedResource>& resources);
// Give the `resourse` to be managed by the manager. The resource is
// immediately available for use and can be exported.
viz::ResourceId OfferResource(std::unique_ptr<UiResource> resource);
// We take the available resource identified by `resource_id`, map it to a
// transferable resource and mark it as an exported resource. Only a resource
// that is currently being managed can be exported.
viz::TransferableResource PrepareResourceForExport(
viz::ResourceId resource_id);
// Mark all the managed resources to be damaged.
void DamageResources();
void ClearAvailableResources();
// Call the method when there is no way to reclaim back the exported
// resources. i.e when the frame_sink is lost or deleted.
void LostExportedResources();
size_t exported_resources_count() const;
size_t available_resources_count() const;
private:
// TODO(zoraiznaeem): If a feature ends up growing the size of pool past 40,
// use a fixed size circular list as a pool and get rid of least recently used
// resources.
using ResourcePool =
base::flat_map<viz::ResourceId, std::unique_ptr<UiResource>>;
// The resources that are currently available to be used in a compositor
// frame.
ResourcePool available_resources_pool_;
// The resources that are in-flight or will be exported to the display
// compositor.
ResourcePool exported_resources_pool_;
// Generates transferable resource ids for transferable resources.
viz::ResourceIdGenerator id_generator_;
};
} // namespace ash
#endif // ASH_FRAME_SINK_UI_RESOURCE_MANAGER_H_