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// Copyright 2014 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 <vector>
#include "cc/base/cc_export.h"
#include "cc/quads/render_pass.h"
#include "cc/resources/resource_format.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/geometry/size.h"
#include "ui/gfx/overlay_transform.h"
#include "ui/gfx/transform.h"
namespace gfx {
class Rect;
namespace cc {
class DrawQuad;
class IOSurfaceDrawQuad;
class StreamVideoDrawQuad;
class TextureDrawQuad;
class ResourceProvider;
class CC_EXPORT OverlayCandidate {
// Returns true and fills in |candidate| if |draw_quad| is of a known quad
// type and contains an overlayable resource.
static bool FromDrawQuad(ResourceProvider* resource_provider,
const DrawQuad* quad,
OverlayCandidate* candidate);
// Returns true if |quad| will not block quads underneath from becoming
// an overlay.
static bool IsInvisibleQuad(const DrawQuad* quad);
// Returns true if any any of the quads in the list given by |quad_list_begin|
// and |quad_list_end| are visible and on top of |candidate|.
static bool IsOccluded(const OverlayCandidate& candidate,
QuadList::ConstIterator quad_list_begin,
QuadList::ConstIterator quad_list_end);
// Transformation to apply to layer during composition.
gfx::OverlayTransform transform;
// Format of the buffer to composite.
ResourceFormat format;
// Size of the resource, in pixels.
gfx::Size resource_size_in_pixels;
// Rect on the display to position the overlay to. Implementer must convert
// to integer coordinates if setting |overlay_handled| to true.
gfx::RectF display_rect;
// Crop within the buffer to be placed inside |display_rect|.
gfx::RectF uv_rect;
// Quad geometry rect after applying the quad_transform().
gfx::Rect quad_rect_in_target_space;
// Clip rect in the target content space after composition.
gfx::Rect clip_rect;
// If the quad is clipped after composition.
bool is_clipped;
// True if the texture for this overlay should be the same one used by the
// output surface's main overlay.
bool use_output_surface_for_resource;
// Texture resource to present in an overlay.
unsigned resource_id;
// Stacking order of the overlay plane relative to the main surface,
// which is 0. Signed to allow for "underlays".
int plane_z_order;
// True if the overlay does not have any visible quads on top of it. Set by
// the strategy so the OverlayProcessor can consider subtracting damage caused
// by underlay quads.
bool is_unoccluded;
// To be modified by the implementer if this candidate can go into
// an overlay.
bool overlay_handled;
static bool FromTextureQuad(ResourceProvider* resource_provider,
const TextureDrawQuad* quad,
OverlayCandidate* candidate);
static bool FromStreamVideoQuad(ResourceProvider* resource_provider,
const StreamVideoDrawQuad* quad,
OverlayCandidate* candidate);
static bool FromIOSurfaceQuad(ResourceProvider* resource_provider,
const IOSurfaceDrawQuad* quad,
OverlayCandidate* candidate);
typedef std::vector<OverlayCandidate> OverlayCandidateList;
} // namespace cc