| // Copyright 2018 The Chromium Authors |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef CC_PAINT_PAINT_WORKLET_INPUT_H_ |
| #define CC_PAINT_PAINT_WORKLET_INPUT_H_ |
| |
| #include <string> |
| #include <utility> |
| #include <vector> |
| |
| #include <optional> |
| #include "base/containers/flat_map.h" |
| #include "base/memory/ref_counted.h" |
| #include "cc/paint/element_id.h" |
| #include "cc/paint/paint_export.h" |
| #include "cc/paint/paint_image.h" |
| #include "third_party/skia/include/core/SkColor.h" |
| #include "third_party/skia/include/core/SkRefCnt.h" |
| #include "ui/gfx/geometry/size_f.h" |
| |
| namespace cc { |
| |
| class PaintRecord; |
| |
| class CC_PAINT_EXPORT PaintWorkletInput |
| : public base::RefCountedThreadSafe<PaintWorkletInput> { |
| public: |
| enum class NativePropertyType { |
| kBackgroundColor, |
| kClipPath, |
| kInvalid, |
| }; |
| // Uniquely identifies a property from the animation system, so that a |
| // PaintWorkletInput can specify the properties it depends on to be painted |
| // (and for which it must be repainted if their values change). |
| // |
| // PropertyKey is designed to support both native and custom properties. |
| // 1. Custom properties: The same ElementId will be produced for all custom |
| // properties for a given element. As such we require the custom property |
| // name as an additional key to uniquely identify custom properties. |
| // 2. Native properties: When fetching the current value of a native |
| // property from property tree, we need the ElementId, plus knowing which |
| // tree to fetch the value from, and that's why we need the |
| // |native_property_type|. |
| // One property key should have either |custom_property_name| or |
| // |native_property_type|, and should never have both or neither. |
| struct CC_PAINT_EXPORT PropertyKey { |
| PropertyKey(const std::string& custom_property_name, ElementId element_id); |
| PropertyKey(NativePropertyType native_property_type, ElementId element_id); |
| PropertyKey(const PropertyKey&); |
| ~PropertyKey(); |
| |
| bool operator==(const PropertyKey& other) const; |
| bool operator!=(const PropertyKey& other) const; |
| bool operator<(const PropertyKey&) const; |
| |
| std::optional<std::string> custom_property_name; |
| std::optional<NativePropertyType> native_property_type; |
| ElementId element_id; |
| }; |
| |
| // A structure that can hold either a float or color type value, depending |
| // on the type of custom property. Only one of |float_val| and |color_val| |
| // should hold value at any time; if neither hold value then we should not use |
| // this value. |
| // This structure is needed so that PaintWorkletProxyClient::Paint can handle |
| // both color and float type custom property values at the same time. |
| struct CC_PAINT_EXPORT PropertyValue { |
| PropertyValue(); |
| explicit PropertyValue(float value); |
| explicit PropertyValue(SkColor4f value); |
| PropertyValue(const PropertyValue&); |
| ~PropertyValue(); |
| bool has_value() const; |
| void reset(); |
| std::optional<float> float_value; |
| std::optional<SkColor4f> color_value; |
| }; |
| |
| virtual gfx::SizeF GetSize() const = 0; |
| |
| virtual int WorkletId() const = 0; |
| |
| // Return the list of properties used as an input by this PaintWorkletInput. |
| // The values for these properties must be provided when dispatching a worklet |
| // job for this input. |
| using PropertyKeys = std::vector<PropertyKey>; |
| virtual const PropertyKeys& GetPropertyKeys() const = 0; |
| |
| virtual bool IsCSSPaintWorkletInput() const = 0; |
| |
| // True if all the animated frames are opaque. Can be false only if animated |
| // frames are colors. |
| virtual bool KnownToBeOpaque() const; |
| |
| virtual bool ValueChangeShouldCauseRepaint(const PropertyValue& val1, |
| const PropertyValue& val2) const; |
| |
| protected: |
| friend class base::RefCountedThreadSafe<PaintWorkletInput>; |
| virtual ~PaintWorkletInput() = default; |
| }; |
| |
| // PaintWorkletRecordMap ties the input for a PaintWorklet (PaintWorkletInput) |
| // to the painted output (a PaintRecord). It also stores the PaintImage::Id for |
| // the PaintWorklet to enable efficient invalidation of dirty PaintWorklets. |
| using PaintWorkletRecordMap = |
| base::flat_map<scoped_refptr<const PaintWorkletInput>, |
| std::pair<PaintImage::Id, std::optional<PaintRecord>>>; |
| |
| } // namespace cc |
| |
| #endif // CC_PAINT_PAINT_WORKLET_INPUT_H_ |