// 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_FAST_INK_VIEW_TREE_HOST_ROOT_VIEW_FRAME_FACTORY_H_
#define ASH_FAST_INK_VIEW_TREE_HOST_ROOT_VIEW_FRAME_FACTORY_H_
#include <memory>
#include <vector>
#include "ash/ash_export.h"
#include "ash/frame_sink/ui_resource.h"
#include "base/memory/raw_ptr.h"
#include "components/viz/common/quads/compositor_frame.h"
namespace viz {
class CompositorFrame;
} // namespace viz
namespace views {
class Widget;
} // namespace views
namespace gfx {
class Size;
} // namespace gfx
namespace ash {
class UiResourceManager;
class ViewTreeHostUiResource : public UiResource {
public:
ViewTreeHostUiResource();
ViewTreeHostUiResource(const ViewTreeHostUiResource&) = delete;
ViewTreeHostUiResource& operator=(const ViewTreeHostUiResource&) = delete;
~ViewTreeHostUiResource() override;
};
class ASH_EXPORT ViewTreeHostRootViewFrameFactory {
public:
explicit ViewTreeHostRootViewFrameFactory(views::Widget* widget);
ViewTreeHostRootViewFrameFactory(const ViewTreeHostRootViewFrameFactory&) =
delete;
ViewTreeHostRootViewFrameFactory& operator=(
const ViewTreeHostRootViewFrameFactory&) = delete;
~ViewTreeHostRootViewFrameFactory() = default;
// Creates a ViewTreeHostUiResource of a given `size` and `format`. We draw
// the textures of view tree host by `widget` into the gpu buffer associated
// with the resource and attach it to a compositor frame by converting it into
// a transferable resource. Note: This method is also used in unittests.
static std::unique_ptr<ViewTreeHostUiResource> CreateUiResource(
const gfx::Size& size,
viz::SharedImageFormat format,
UiSourceId ui_source_id,
bool is_overlay_candidate);
// Creates and configures a compositor frame.
std::unique_ptr<viz::CompositorFrame> CreateCompositorFrame(
const viz::BeginFrameAck& begin_frame_ack,
const gfx::Rect& content_rect,
const gfx::Rect& total_damage_rect,
bool use_overlays,
UiResourceManager& resource_manager);
private:
void Paint(const gfx::Rect& invalidation_rect,
const gfx::Transform& rotate_transform,
ViewTreeHostUiResource* resource);
// Configures and adds a `TextureDrawQuad` to the `render_pass`.
void AppendQuad(viz::CompositorRenderPass& render_pass,
const viz::TransferableResource& resource,
const gfx::Rect& output_rect,
const gfx::Size& buffer_size,
const gfx::Transform& buffer_to_target_transform) const;
// Get a ViewTreeHostUiResource to paint the texture. We try to reuse any
// existing resources in `resource_manager` before creating a new resource.
std::unique_ptr<ViewTreeHostUiResource> AcquireUiResource(
const gfx::Size& size,
bool is_overlay_candidate,
UiResourceManager& resource_manager) const;
raw_ptr<views::Widget, DanglingUntriaged> widget_;
};
} // namespace ash
#endif // ASH_FAST_INK_VIEW_TREE_HOST_ROOT_VIEW_FRAME_FACTORY_H_