#ifndef CONTENT_RENDERER_GPU_COMPOSITOR_SOFTWARE_OUTPUT_DEVICE_H_
#define CONTENT_RENDERER_GPU_COMPOSITOR_SOFTWARE_OUTPUT_DEVICE_H_
#include "base/memory/scoped_ptr.h"
#include "base/memory/scoped_vector.h"
#include "base/memory/shared_memory.h"
#include "base/threading/non_thread_safe.h"
#include "cc/output/software_output_device.h"
#include "content/public/renderer/render_thread.h"
#include "third_party/skia/include/core/SkBitmap.h"
class SkRegion;
namespace content {
class CompositorSoftwareOutputDevice
: NON_EXPORTED_BASE(public cc::SoftwareOutputDevice),
NON_EXPORTED_BASE(public base::NonThreadSafe) {
public:
CompositorSoftwareOutputDevice();
virtual ~CompositorSoftwareOutputDevice();
virtual void Resize(const gfx::Size& size) OVERRIDE;
virtual SkCanvas* BeginPaint(const gfx::Rect& damage_rect) OVERRIDE;
virtual void EndPaint(cc::SoftwareFrameData* frame_data) OVERRIDE;
virtual void EnsureBackbuffer() OVERRIDE;
virtual void DiscardBackbuffer() OVERRIDE;
virtual void ReclaimSoftwareFrame(unsigned id) OVERRIDE;
private:
class Buffer {
public:
explicit Buffer(unsigned id, scoped_ptr<base::SharedMemory> mem);
~Buffer();
unsigned id() const { return id_; }
void* memory() const { return mem_->memory(); }
base::SharedMemoryHandle handle() const { return mem_->handle(); }
base::SharedMemory* shared_memory() const { return mem_.get(); }
bool free() const { return free_; }
void SetFree(bool free) { free_ = free; }
Buffer* parent() const { return parent_; }
void SetParent(Buffer* parent, const gfx::Rect& damage);
bool FindDamageDifferenceFrom(Buffer* buffer, SkRegion* result) const;
private:
const unsigned id_;
scoped_ptr<base::SharedMemory> mem_;
bool free_;
Buffer* parent_;
gfx::Rect damage_;
DISALLOW_COPY_AND_ASSIGN(Buffer);
};
class CompareById {
public:
CompareById(unsigned id) : id_(id) {}
bool operator()(const Buffer* buffer) const {
return buffer->id() == id_;
}
private:
const unsigned id_;
};
unsigned GetNextId();
Buffer* CreateBuffer();
size_t FindFreeBuffer(size_t hint);
size_t current_index_;
unsigned next_buffer_id_;
ScopedVector<Buffer> buffers_;
ScopedVector<Buffer> awaiting_ack_;
RenderThread* render_thread_;
};
}
#endif