Index: services/ui/ws/mus_gpu_memory_buffer_manager.h |
diff --git a/services/ui/ws/mus_gpu_memory_buffer_manager.h b/services/ui/ws/mus_gpu_memory_buffer_manager.h |
index a40a7438d1335deb2e84ae31e4629dc0f4df1b12..d098bb1b1fd6e27bab3cca48ba12111fd73f9295 100644 |
--- a/services/ui/ws/mus_gpu_memory_buffer_manager.h |
+++ b/services/ui/ws/mus_gpu_memory_buffer_manager.h |
@@ -27,6 +27,18 @@ class MusGpuMemoryBufferManager : public gpu::GpuMemoryBufferManager { |
int client_id); |
~MusGpuMemoryBufferManager() override; |
+ void DestroyGpuMemoryBuffer(gfx::GpuMemoryBufferId id, |
+ int client_id, |
+ const gpu::SyncToken& sync_token); |
+ |
+ gfx::GpuMemoryBufferHandle AllocateGpuMemoryBufferHandle( |
reveman
2016/11/22 08:18:56
Hm, I'm not a fan of a Handle suffix. It's allocat
|
+ gfx::GpuMemoryBufferId id, |
+ int client_id, |
+ const gfx::Size& size, |
+ gfx::BufferFormat format, |
+ gfx::BufferUsage usage, |
+ gpu::SurfaceHandle surface_handle); |
+ |
// Overridden from gpu::GpuMemoryBufferManager: |
std::unique_ptr<gfx::GpuMemoryBuffer> AllocateGpuMemoryBuffer( |
const gfx::Size& size, |
@@ -43,13 +55,14 @@ class MusGpuMemoryBufferManager : public gpu::GpuMemoryBufferManager { |
private: |
DISALLOW_COPY_AND_ASSIGN(MusGpuMemoryBufferManager); |
- void DestroyGpuMemoryBuffer(gfx::GpuMemoryBufferId id, |
- int client_id, |
- bool is_native, |
- const gpu::SyncToken& sync_token); |
- |
mojom::GpuServiceInternal* gpu_service_; |
const int client_id_; |
+ |
+ using NativeBuffers = |
+ std::unordered_set<gfx::GpuMemoryBufferId, |
+ BASE_HASH_NAMESPACE::hash<gfx::GpuMemoryBufferId>>; |
+ std::unordered_map<int, NativeBuffers> native_buffers_; |
reveman
2016/11/22 08:18:56
what is this used for? It seems to keep track of w
sadrul
2016/11/22 18:45:41
This is somewhat equivalent to BrowserGpuMemoryMan
reveman
2016/11/22 23:25:04
That's only needed for for Mac because IOSurface s
sadrul
2016/11/24 02:02:41
Ok. If I understand correctly, you are suggesting
sadrul
2016/11/24 03:34:04
It looks like ozone may be doing something as well
reveman
2016/11/30 17:32:45
Yes, I forgot that we unfortunately have a workaro
|
+ |
base::WeakPtrFactory<MusGpuMemoryBufferManager> weak_factory_; |
}; |