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// Copyright 2025 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/gfx/win/wuc_backdrop.h"
#include <DispatcherQueue.h>
#include <windows.ui.composition.core.h>
#include <wrl/client.h>
#include "base/debug/dump_without_crashing.h"
#include "base/logging.h"
#include "base/scoped_native_library.h"
#include "base/threading/sequence_local_storage_slot.h"
#include "base/threading/thread_restrictions.h"
#include "base/win/core_winrt_util.h"
#include "base/win/hstring_reference.h"
namespace gfx {
namespace {
using Microsoft::WRL::ComPtr;
using CreateDispatcherQueueControllerProc =
decltype(&::CreateDispatcherQueueController);
namespace WUC = ABI::Windows::UI::Composition;
CreateDispatcherQueueControllerProc GetOrCreateDispatcherQueueControllerProc() {
static CreateDispatcherQueueControllerProc const function =
reinterpret_cast<CreateDispatcherQueueControllerProc>(
WUCBackdrop::LoadCoreMessagingFunction(
"CreateDispatcherQueueController"));
return function;
}
HRESULT GetDispatcherQueueController(
DispatcherQueueOptions options,
ABI::Windows::System::IDispatcherQueueController** controller) {
CreateDispatcherQueueControllerProc create_dispatcher_queue_controller_func =
GetOrCreateDispatcherQueueControllerProc();
CHECK(create_dispatcher_queue_controller_func);
return create_dispatcher_queue_controller_func(options, controller);
}
bool EnsurePerThreadDispatcherQueueController() {
// Maintain one DispatcherQueueController per thread.
// DispatcherQueueController and its associated DispatcherQueue will be kept
// alive by the OS while the event loop is running.
static base::SequenceLocalStorageSlot<
Microsoft::WRL::ComPtr<ABI::Windows::System::IDispatcherQueueController>>
queue_controller_slot;
if (queue_controller_slot) {
return true;
}
ComPtr<ABI::Windows::System::IDispatcherQueueController> queue_controller;
HRESULT hr = GetDispatcherQueueController(
{sizeof(DispatcherQueueOptions), DQTYPE_THREAD_CURRENT, DQTAT_COM_NONE},
&queue_controller);
CHECK_EQ(hr, S_OK);
queue_controller_slot.emplace(std::move(queue_controller));
return true;
}
ComPtr<WUC::ICompositor> GetOrCreateCompositor() {
EnsurePerThreadDispatcherQueueController();
// Maintain one Compositor per thread. SequenceLocalStorageSlot is
// needed because ICompositor has a non-trivial destructor.
static base::SequenceLocalStorageSlot<ComPtr<WUC::ICompositor>>
compositor_slot;
if (compositor_slot) {
return *compositor_slot;
}
ComPtr<WUC::ICompositor> compositor;
HRESULT hr = base::win::RoActivateInstance(
base::win::HStringReference(
RuntimeClass_Windows_UI_Composition_Compositor)
.Get(),
&compositor);
CHECK_EQ(hr, S_OK);
compositor_slot.emplace(compositor);
return compositor;
}
} // namespace
WUCBackdrop::WUCBackdrop(HWND hwnd) {
ComPtr<WUC::ICompositor> compositor = GetOrCreateCompositor();
ComPtr<WUC::Desktop::ICompositorDesktopInterop> interop;
HRESULT hr = compositor.As(&interop);
CHECK_EQ(hr, S_OK);
hr = interop->CreateDesktopWindowTarget(hwnd, /*isTopmost=*/false,
&desktop_window_target_);
CHECK_EQ(hr, S_OK);
ComPtr<WUC::ICompositionTarget> wuc_composition_target;
hr = desktop_window_target_.As(&wuc_composition_target);
CHECK_EQ(hr, S_OK);
hr = compositor->CreateSpriteVisual(&backdrop_sprite_visual_);
CHECK_EQ(hr, S_OK);
ComPtr<WUC::IVisual> sprite_visual_as_visual;
hr = backdrop_sprite_visual_.As(&sprite_visual_as_visual);
CHECK_EQ(hr, S_OK);
hr = wuc_composition_target->put_Root(sprite_visual_as_visual.Get());
CHECK_EQ(hr, S_OK);
ComPtr<WUC::IVisual2> sprite_visual_as_visual2;
hr = sprite_visual_as_visual.As(&sprite_visual_as_visual2);
CHECK_EQ(hr, S_OK);
hr = sprite_visual_as_visual2->put_RelativeSizeAdjustment({1.0f, 1.0f});
CHECK_EQ(hr, S_OK);
}
void WUCBackdrop::UpdateBackdropColor(SkColor color) {
if (!solid_color_brush_) {
ComPtr<WUC::ICompositor> compositor = GetOrCreateCompositor();
if (!compositor) {
return;
}
HRESULT hr = compositor->CreateColorBrush(&solid_color_brush_);
CHECK_EQ(hr, S_OK);
ComPtr<WUC::ICompositionBrush> brush;
hr = solid_color_brush_.As(&brush);
CHECK_EQ(hr, S_OK);
hr = backdrop_sprite_visual_->put_Brush(brush.Get());
CHECK_EQ(hr, S_OK);
}
HRESULT hr =
solid_color_brush_->put_Color({static_cast<BYTE>(SkColorGetA(color)),
static_cast<BYTE>(SkColorGetR(color)),
static_cast<BYTE>(SkColorGetG(color)),
static_cast<BYTE>(SkColorGetB(color))});
CHECK_EQ(hr, S_OK);
}
FARPROC WUCBackdrop::LoadCoreMessagingFunction(const char* function_name) {
static HMODULE handle = [] {
base::ScopedAllowBlocking scoped_allow_blocking;
return base::LoadSystemLibrary(L"CoreMessaging.dll");
}();
return handle ? ::GetProcAddress(handle, function_name) : nullptr;
}
WUCBackdrop::~WUCBackdrop() = default;
} // namespace gfx
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