chromium/components/viz/service/display/overlay_strategy_fullscreen.cc

// Copyright 2016 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "components/viz/service/display/overlay_strategy_fullscreen.h"

#include <vector>

#include "components/viz/common/features.h"
#include "components/viz/common/quads/draw_quad.h"
#include "components/viz/common/quads/solid_color_draw_quad.h"
#include "components/viz/service/debugger/viz_debugger.h"
#include "components/viz/service/display/overlay_candidate.h"
#include "components/viz/service/display/overlay_candidate_factory.h"
#include "ui/gfx/geometry/rect_conversions.h"
#include "ui/gfx/geometry/size_conversions.h"

namespace viz {
namespace {

// Returns true if `quad` intersects with any of the quads in
// `quads_with_masks`. It takes into account the fact that quads with rounded
// display masks are all transparent except for the drawn masks. Note: `quad`
// and `quads_with_masks` should all live in the same target space.
bool IntersectsWithRoundedDisplayMask(const DrawQuad* quad,
                                      std::vector<DrawQuad*> quads_with_masks) {}

}  // namespace

OverlayStrategyFullscreen::OverlayStrategyFullscreen(
    OverlayProcessorUsingStrategy* capability_checker)
    :{}

OverlayStrategyFullscreen::~OverlayStrategyFullscreen() {}

void OverlayStrategyFullscreen::Propose(
    const SkM44& output_color_matrix,
    const OverlayProcessorInterface::FilterOperationsMap& render_pass_filters,
    const OverlayProcessorInterface::FilterOperationsMap&
        render_pass_backdrop_filters,
    const DisplayResourceProvider* resource_provider,
    AggregatedRenderPassList* render_pass_list,
    SurfaceDamageRectList* surface_damage_rect_list,
    const PrimaryPlane* primary_plane,
    std::vector<OverlayProposedCandidate>* candidates,
    std::vector<gfx::Rect>* content_bounds) {}

bool OverlayStrategyFullscreen::Attempt(
    const SkM44& output_color_matrix,
    const OverlayProcessorInterface::FilterOperationsMap& render_pass_filters,
    const OverlayProcessorInterface::FilterOperationsMap&
        render_pass_backdrop_filters,
    const DisplayResourceProvider* resource_provider,
    AggregatedRenderPassList* render_pass_list,
    SurfaceDamageRectList* surface_damage_rect_list,
    const PrimaryPlane* primary_plane,
    OverlayCandidateList* candidate_list,
    std::vector<gfx::Rect>* content_bounds,
    const OverlayProposedCandidate& proposed_candidate) {}

void OverlayStrategyFullscreen::CommitCandidate(
    const OverlayProposedCandidate& proposed_candidate,
    AggregatedRenderPass* render_pass) {}

OverlayStrategy OverlayStrategyFullscreen::GetUMAEnum() const {}

bool OverlayStrategyFullscreen::RemoveOutputSurfaceAsOverlay() {}

}  // namespace viz