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// 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.
#ifndef UI_COMPOSITOR_TEST_IN_PROCESS_CONTEXT_FACTORY_H_
#define UI_COMPOSITOR_TEST_IN_PROCESS_CONTEXT_FACTORY_H_
#include <stdint.h>
#include <memory>
#include <unordered_map>
#include "base/memory/raw_ptr.h"
#include "cc/test/test_task_graph_runner.h"
#include "components/viz/common/surfaces/frame_sink_id_allocator.h"
#include "components/viz/common/surfaces/subtree_capture_id_allocator.h"
#include "components/viz/service/display/display.h"
#include "components/viz/service/frame_sinks/frame_sink_manager_impl.h"
#include "gpu/command_buffer/service/scheduler.h"
#include "gpu/command_buffer/service/shared_image/shared_image_manager.h"
#include "gpu/command_buffer/service/sync_point_manager.h"
#include "gpu/ipc/common/surface_handle.h"
#include "mojo/public/cpp/bindings/pending_remote.h"
#include "services/viz/privileged/mojom/compositing/vsync_parameter_observer.mojom.h"
#include "ui/compositor/compositor.h"
namespace viz {
class HostFrameSinkManager;
class TestInProcessContextProvider;
}
namespace ui {
class InProcessContextFactory : public ContextFactory {
public:
// Both |host_frame_sink_manager| and |frame_sink_manager| must outlive the
// ContextFactory.
// TODO(crbug.com/40489946): |frame_sink_manager| should go away and we should
// use the LayerTreeFrameSink from the HostFrameSinkManager.
// The default for |output_to_window| will create an OutputSurface that does
// not display anything. Set to true if you want to see results on the screen.
InProcessContextFactory(viz::HostFrameSinkManager* host_frame_sink_manager,
viz::FrameSinkManagerImpl* frame_sink_manager,
bool output_to_window = false);
InProcessContextFactory(const InProcessContextFactory&) = delete;
InProcessContextFactory& operator=(const InProcessContextFactory&) = delete;
~InProcessContextFactory() override;
viz::FrameSinkManagerImpl* GetFrameSinkManager() {
return frame_sink_manager_;
}
// Setting a higher refresh rate will spend less time waiting for BeginFrame;
// while setting a lower refresh rate will reduce the workload per unit of
// time, which could be useful, e.g., when using mock time and fast forwarding
// by a long duration.
//
// Takes effect for the next CreateLayerTreeFrameSink() call.
void SetRefreshRateForTests(double refresh_rate);
// ContextFactory implementation.
void CreateLayerTreeFrameSink(base::WeakPtr<Compositor> compositor) override;
scoped_refptr<viz::RasterContextProvider>
SharedMainThreadRasterContextProvider() override;
void RemoveCompositor(Compositor* compositor) override;
cc::TaskGraphRunner* GetTaskGraphRunner() override;
viz::FrameSinkId AllocateFrameSinkId() override;
viz::SubtreeCaptureId AllocateSubtreeCaptureId() override;
viz::HostFrameSinkManager* GetHostFrameSinkManager() override;
SkM44 GetOutputColorMatrix(Compositor* compositor) const;
gfx::DisplayColorSpaces GetDisplayColorSpaces(Compositor* compositor) const;
base::TimeTicks GetDisplayVSyncTimeBase(Compositor* compositor) const;
base::TimeDelta GetDisplayVSyncTimeInterval(Compositor* compositor) const;
std::optional<base::TimeDelta> GetMaxVSyncInterval(
Compositor* compositor) const;
display::VariableRefreshRateState GetVrrState(Compositor* compositor) const;
void ResetDisplayOutputParameters(Compositor* compositor);
private:
class PerCompositorData;
PerCompositorData* CreatePerCompositorData(Compositor* compositor);
scoped_refptr<viz::TestInProcessContextProvider> shared_main_thread_contexts_;
scoped_refptr<viz::RasterContextProvider> shared_worker_context_provider_;
gpu::SharedImageManager shared_image_manager_;
gpu::SyncPointManager sync_point_manager_;
gpu::Scheduler gpu_scheduler_{&sync_point_manager_};
cc::TestTaskGraphRunner task_graph_runner_;
viz::FrameSinkIdAllocator frame_sink_id_allocator_;
viz::SubtreeCaptureIdAllocator subtree_capture_id_allocator_;
bool output_to_window_ = false;
bool disable_vsync_ = false;
double refresh_rate_ = 60.0;
const raw_ptr<viz::HostFrameSinkManager> host_frame_sink_manager_;
const raw_ptr<viz::FrameSinkManagerImpl> frame_sink_manager_;
viz::RendererSettings renderer_settings_;
viz::DebugRendererSettings debug_settings_;
using PerCompositorDataMap =
std::unordered_map<Compositor*, std::unique_ptr<PerCompositorData>>;
PerCompositorDataMap per_compositor_data_;
};
} // namespace ui
#endif // UI_COMPOSITOR_TEST_IN_PROCESS_CONTEXT_FACTORY_H_
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