36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
/*
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* Copyright 2022 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <android-base/unique_fd.h>
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#include <ui/GraphicBuffer.h>
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namespace android::compositionengine::impl {
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struct GpuCompositionResult {
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// Composition ready fence.
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base::unique_fd fence{};
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// Buffer to be used for gpu composition. If gpu composition was not successful,
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// then we want to reuse the buffer instead of dequeuing another buffer.
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std::shared_ptr<renderengine::ExternalTexture> buffer = nullptr;
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bool bufferAvailable() const { return buffer != nullptr; };
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};
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} // namespace android::compositionengine::impl
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