// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef COMPONENTS_VIZ_SERVICE_DISPLAY_EMBEDDER_SKIA_OUTPUT_DEVICE_DAWN_H_
#define COMPONENTS_VIZ_SERVICE_DISPLAY_EMBEDDER_SKIA_OUTPUT_DEVICE_DAWN_H_
#include <memory>
#include <vector>
#include "base/types/pass_key.h"
#include "build/build_config.h"
#include "components/viz/service/display_embedder/skia_output_device.h"
#include "third_party/dawn/include/dawn/native/DawnNative.h"
#include "third_party/dawn/include/dawn/webgpu.h"
#include "third_party/skia/include/core/SkColorSpace.h"
#include "third_party/skia/include/core/SkImageInfo.h"
#include "third_party/skia/include/gpu/GrBackendSurface.h"
#include "ui/gfx/native_widget_types.h"
#if BUILDFLAG(IS_WIN)
#include "ui/gl/child_window_win.h"
#endif
#if BUILDFLAG(IS_ANDROID)
#include "ui/gl/android/scoped_a_native_window.h"
#endif
namespace gpu {
class SharedContextState;
} // namespace gpu
namespace viz {
class SkiaOutputDeviceDawn : public SkiaOutputDevice {
public:
using PassKey = base::PassKey<SkiaOutputDeviceDawn>;
static std::unique_ptr<SkiaOutputDeviceDawn> Create(
scoped_refptr<gpu::SharedContextState> context_state,
gfx::SurfaceOrigin origin,
gpu::SurfaceHandle surface_handle,
gpu::MemoryTracker* memory_tracker,
DidSwapBufferCompleteCallback did_swap_buffer_complete_callback);
SkiaOutputDeviceDawn(
scoped_refptr<gpu::SharedContextState> context_state,
gfx::SurfaceOrigin origin,
gpu::MemoryTracker* memory_tracker,
DidSwapBufferCompleteCallback did_swap_buffer_complete_callback,
base::PassKey<SkiaOutputDeviceDawn>);
SkiaOutputDeviceDawn(const SkiaOutputDeviceDawn&) = delete;
SkiaOutputDeviceDawn& operator=(const SkiaOutputDeviceDawn&) = delete;
~SkiaOutputDeviceDawn() override;
#if BUILDFLAG(IS_WIN)
gpu::SurfaceHandle GetChildSurfaceHandle() const {
return child_window_.window();
}
#endif
// SkiaOutputDevice implementation:
bool Reshape(const ReshapeParams& params) override;
void Present(const std::optional<gfx::Rect>& update_rect,
BufferPresentedCallback feedback,
OutputSurfaceFrame frame) override;
SkSurface* BeginPaint(
std::vector<GrBackendSemaphore>* end_semaphores) override;
void EndPaint() override;
private:
bool Initialize(gpu::SurfaceHandle surface_handle);
scoped_refptr<gpu::SharedContextState> context_state_;
wgpu::Surface surface_;
wgpu::Texture texture_;
sk_sp<SkSurface> sk_surface_;
std::unique_ptr<gfx::VSyncProvider> vsync_provider_;
gfx::Size size_;
sk_sp<SkColorSpace> sk_color_space_;
int sample_count_ = 1;
#if BUILDFLAG(IS_WIN)
// D3D requires that we use flip model swap chains. Flip swap chains require
// that the swap chain be connected with DWM. DWM requires that the rendering
// windows are owned by the process that's currently doing the rendering.
// gl::ChildWindowWin creates and owns a window which is reparented by the
// browser to be a child of its window.
gl::ChildWindowWin child_window_;
#endif
#if BUILDFLAG(IS_ANDROID)
// Use ScopedANativeWindow to keep the window alive
gl::ScopedANativeWindow android_native_window_;
#endif
};
} // namespace viz
#endif // COMPONENTS_VIZ_SERVICE_DISPLAY_EMBEDDER_SKIA_OUTPUT_DEVICE_DAWN_H_