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Previously, we weren't scheduling a visual update when our surface was created, so we'd just continue to show black until the author requested a new animation frame. After this CL, we schedule a visual update as soon as our surface is created. As part of this change, I've removed knowledge of the GPU delegate from PlatformView. Now, all the calls from PlatformView to the GPU system bounce through the UI delegate, which serializes the commands with other commands from the UI engine to the GPU rasterizer. R=eseidel@chromium.org Review URL: https://codereview.chromium.org/974483004
58 lines
1.4 KiB
C++
58 lines
1.4 KiB
C++
// Copyright 2015 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef SKY_SHELL_SKY_VIEW_H_
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#define SKY_SHELL_SKY_VIEW_H_
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#include "base/android/jni_weak_ref.h"
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#include "base/android/scoped_java_ref.h"
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#include "base/macros.h"
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#include "base/memory/weak_ptr.h"
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#include "base/single_thread_task_runner.h"
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#include "sky/shell/ui_delegate.h"
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struct ANativeWindow;
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namespace sky {
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namespace shell {
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class PlatformView {
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public:
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struct Config {
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base::WeakPtr<UIDelegate> ui_delegate;
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scoped_refptr<base::SingleThreadTaskRunner> ui_task_runner;
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};
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static bool Register(JNIEnv* env);
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explicit PlatformView(const Config& config);
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~PlatformView();
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void ConnectToViewportObserver(
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mojo::InterfaceRequest<ViewportObserver> request);
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// Called from Java
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void Detach(JNIEnv* env, jobject obj);
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void SurfaceCreated(JNIEnv* env, jobject obj, jobject jsurface);
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void SurfaceDestroyed(JNIEnv* env, jobject obj);
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void SurfaceSetSize(JNIEnv* env,
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jobject obj,
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jint width,
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jint height,
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jfloat density);
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private:
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void ReleaseWindow();
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Config config_;
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ANativeWindow* window_;
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DISALLOW_COPY_AND_ASSIGN(PlatformView);
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};
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} // namespace shell
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} // namespace sky
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#endif // SKY_SHELL_SKY_VIEW_H_
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