| /* |
| * 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 |