blob: 0b77754455a03a4fc1e76a4b2fa28bda5f770e18 [file] [log] [blame] [edit]
/*
* Copyright 2021 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 "DisplayMode.h"
#include <cstdint>
#include <optional>
#include <vector>
#include <ui/GraphicTypes.h>
#include <ui/HdrCapabilities.h>
namespace android::ui {
// Information about a physical display which may change on hotplug reconnect.
struct DynamicDisplayInfo {
std::vector<ui::DisplayMode> supportedDisplayModes;
// This struct is going to be serialized over binder, so
// we can't use size_t because it may have different width
// in the client process.
ui::DisplayModeId activeDisplayModeId;
float renderFrameRate;
std::vector<ui::ColorMode> supportedColorModes;
ui::ColorMode activeColorMode;
HdrCapabilities hdrCapabilities;
// True if the display reports support for HDMI 2.1 Auto Low Latency Mode.
// For more information, see the HDMI 2.1 specification.
bool autoLowLatencyModeSupported;
// True if the display reports support for Game Content Type.
// For more information, see the HDMI 1.4 specification.
bool gameContentTypeSupported;
// The boot display mode preferred by the implementation.
ui::DisplayModeId preferredBootDisplayMode;
std::optional<ui::DisplayMode> getActiveDisplayMode() const;
};
} // namespace android::ui