#ifndef CONTENT_GPU_GPU_CHILD_THREAD_H_
#define CONTENT_GPU_GPU_CHILD_THREAD_H_
#include <stdint.h>
#include <memory>
#include <vector>
#include "base/command_line.h"
#include "base/functional/callback.h"
#include "base/memory/scoped_refptr.h"
#include "base/memory/weak_ptr.h"
#include "base/task/single_thread_task_runner.h"
#include "base/task/task_observer.h"
#include "base/time/time.h"
#include "build/build_config.h"
#include "components/performance_manager/scenario_api/performance_scenarios.h"
#include "components/viz/service/gl/gpu_service_impl.h"
#include "components/viz/service/main/viz_main_impl.h"
#include "content/child/child_thread_impl.h"
#include "gpu/config/gpu_feature_info.h"
#include "gpu/config/gpu_info.h"
#include "gpu/config/gpu_preferences.h"
#include "gpu/ipc/service/gpu_channel.h"
#include "gpu/ipc/service/gpu_channel_manager.h"
#include "gpu/ipc/service/gpu_channel_manager_delegate.h"
#include "gpu/ipc/service/gpu_config.h"
#include "gpu/ipc/service/x_util.h"
#include "media/base/android_overlay_mojo_factory.h"
namespace base::sequence_manager {
class SequenceManager;
}
namespace content {
class GpuServiceFactory;
class GpuChildThread : public ChildThreadImpl,
public viz::VizMainImpl::Delegate,
public base::TaskObserver,
public base::MemoryPressureListener {
public:
GpuChildThread(base::RepeatingClosure quit_closure,
std::unique_ptr<gpu::GpuInit> gpu_init);
GpuChildThread(const InProcessChildThreadParams& params,
std::unique_ptr<gpu::GpuInit> gpu_init);
GpuChildThread(const GpuChildThread&) = delete;
GpuChildThread& operator=(const GpuChildThread&) = delete;
~GpuChildThread() override;
void Init(
const base::TimeTicks& process_start_time,
base::sequence_manager::SequenceManager* sequence_manager = nullptr);
private:
GpuChildThread(base::RepeatingClosure quit_closure,
ChildThreadImpl::Options options,
std::unique_ptr<gpu::GpuInit> gpu_init);
bool in_process_gpu() const;
void BindServiceInterface(mojo::GenericPendingReceiver receiver) override;
void OnInitializationFailed() override;
void OnGpuServiceConnection(viz::GpuServiceImpl* gpu_service) override;
void PostCompositorThreadCreated(
base::SingleThreadTaskRunner* task_runner) override;
void QuitMainMessageLoop() override;
void WillProcessTask(const base::PendingTask& pending_task,
bool was_blocked_or_low_priority) override;
void DidProcessTask(const base::PendingTask& pending_task) override {}
void OnMemoryPressure(base::MemoryPressureLevel level) override;
static base::RepeatingClosure MakeQuitSafelyClosure();
static void QuitSafelyHelper(
scoped_refptr<base::SingleThreadTaskRunner> task_runner);
#if BUILDFLAG(IS_ANDROID)
static std::unique_ptr<media::AndroidOverlay> CreateAndroidOverlay(
scoped_refptr<base::SingleThreadTaskRunner> main_task_runner,
const base::UnguessableToken& routing_token,
media::AndroidOverlayConfig);
#endif
viz::VizMainImpl viz_main_;
std::unique_ptr<GpuServiceFactory> service_factory_;
std::vector<mojo::GenericPendingReceiver> pending_service_receivers_;
base::RepeatingClosure quit_closure_;
std::unique_ptr<base::AsyncMemoryPressureListenerRegistration>
memory_pressure_listener_registration_;
performance_scenarios::InputScenario last_input_scenario_;
base::WeakPtrFactory<GpuChildThread> weak_factory_{this};
};
}
#endif