// 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_ROUNDED_DISPLAY_ROUNDED_DISPLAY_FRAME_FACTORY_H_
#define ASH_ROUNDED_DISPLAY_ROUNDED_DISPLAY_FRAME_FACTORY_H_
#include <memory>
#include <vector>
#include "ash/ash_export.h"
#include "ash/frame_sink/ui_resource.h"
#include "components/viz/common/quads/compositor_frame.h"
namespace aura {
class Window;
} // namespace aura
namespace viz {
class CompositorFrame;
} // namespace viz
namespace ash {
class UiResourceManager;
class RoundedDisplayGutter;
class RoundedDisplayUiResource : public UiResource {
public:
RoundedDisplayUiResource();
RoundedDisplayUiResource(const RoundedDisplayUiResource&) = delete;
RoundedDisplayUiResource& operator=(const RoundedDisplayUiResource&) = delete;
~RoundedDisplayUiResource() override;
};
class ASH_EXPORT RoundedDisplayFrameFactory {
public:
explicit RoundedDisplayFrameFactory() = default;
RoundedDisplayFrameFactory(const RoundedDisplayFrameFactory&) = delete;
RoundedDisplayFrameFactory& operator=(const RoundedDisplayFrameFactory&) =
delete;
~RoundedDisplayFrameFactory() = default;
// Creates a UiResource of a given `size` and `format`. We draw the textures
// of rounded-corners 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<RoundedDisplayUiResource> CreateUiResource(
const gfx::Size& size,
viz::SharedImageFormat format,
UiSourceId ui_source_id,
bool is_overlay);
// Creates and configures a compositor frame.
// `gutters` should be in draw order i.e the gutters in the beginning are
// drawn on top.
std::unique_ptr<viz::CompositorFrame> CreateCompositorFrame(
const viz::BeginFrameAck& begin_frame_ack,
aura::Window& host_window,
UiResourceManager& resource_manager,
const std::vector<RoundedDisplayGutter*>& gutters);
private:
// Configures and appends a `TextureDrawQuad` to the `render_pass`.
void AppendQuad(const viz::TransferableResource& resource,
const gfx::Transform& buffer_to_target_transform,
const RoundedDisplayGutter& gutter,
viz::CompositorRenderPass& render_pass_out) const;
// Get a UiResource for the `gutter`. We try to reuse any existing resources
// in `resource_manager` before creating a new resource.
std::unique_ptr<RoundedDisplayUiResource> AcquireUiResource(
const RoundedDisplayGutter& gutter,
UiResourceManager& resource_manager) const;
std::unique_ptr<RoundedDisplayUiResource> Draw(
const RoundedDisplayGutter& gutter,
UiResourceManager& resource_manager) const;
// Paints the gutter's texture into the SharedImage held by `resource`.
void Paint(const RoundedDisplayGutter& gutter,
RoundedDisplayUiResource* resource) const;
};
} // namespace ash
#endif // ASH_ROUNDED_DISPLAY_ROUNDED_DISPLAY_FRAME_FACTORY_H_