frameworks/native/services/surfaceflinger/CompositionEngine/include/compositionengine/impl/GpuCompositionResult.h

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C++

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