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

// Copyright 2014 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_underlay.h"

#include <vector>

#include "components/viz/common/quads/aggregated_render_pass.h"
#include "components/viz/common/quads/draw_quad.h"
#include "components/viz/common/quads/solid_color_draw_quad.h"
#include "components/viz/service/display/display_resource_provider.h"
#include "components/viz/service/display/overlay_candidate_factory.h"

namespace viz {

OverlayStrategyUnderlay::OverlayStrategyUnderlay(
    OverlayProcessorUsingStrategy* capability_checker,
    OpaqueMode opaque_mode)
    :{}

OverlayStrategyUnderlay::~OverlayStrategyUnderlay() {}

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

// Turn on blending for the output surface plane so the underlay could show
// through.
void OverlayStrategyUnderlay::AdjustOutputSurfaceOverlay(
    OverlayProcessorInterface::OutputSurfaceOverlayPlane*
        output_surface_plane) {}

OverlayStrategy OverlayStrategyUnderlay::GetUMAEnum() const {}

}  // namespace viz