Remove unused SkGpuDevice functions, add GrRenderTarget handle getters
Code Review: http://codereview.appspot.com/4718041/ git-svn-id: http://skia.googlecode.com/svn/trunk@1854 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -86,6 +86,12 @@ public:
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GrGLuint textureFBOID() const { return fTexFBOID; }
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// override of GrRenderTarget
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virtual intptr_t getRenderTargetHandle() const {
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return this->renderFBOID();
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}
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virtual intptr_t getRenderTargetResolvedHandle() const {
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return this->textureFBOID();
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}
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virtual ResolveType getResolveType() const {
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if (fRTFBOID == fTexFBOID) {
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// catches FBO 0 and non MSAA case
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@ -53,6 +53,20 @@ public:
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*/
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GrTexture* asTexture() {return fTexture;}
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/**
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* If this RT is multisampled, this is the multisample buffer
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* @return the 3D API's handle to this object (e.g. FBO ID in OpenGL)
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*/
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virtual intptr_t getRenderTargetHandle() const = 0;
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/**
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* If this RT is multisampled, this is the buffer it is resolved to.
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* Otherwise, same as getRenderTargetHandle().
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* (In GL a separate FBO ID is used for the msaa and resolved buffers)
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* @return the 3D API's handle to this object (e.g. FBO ID in OpenGL)
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*/
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virtual intptr_t getRenderTargetResolvedHandle() const = 0;
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/**
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* @return true if the render target is multisampled, false otherwise
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*/
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@ -67,18 +67,6 @@ public:
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GrContext* context() const { return fContext; }
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/**
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* If this device was built for rendering as a layer (i.e. offscreen),
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* then this will return the platform-specific handle to that GPU resource.
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* For example, in OpenGL, this will return the FBO's texture ID.
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* If this device was not built for rendering as a layer, then 0
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* is returned.
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*/
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intptr_t getLayerTextureHandle() const;
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// call to set the clip to the specified rect
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void scissor(const SkIRect&);
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/**
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* Override from SkGpuDevice, so we can set our FBO to be the render target
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* The canvas parameter must be a SkGpuCanvas
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@ -258,14 +258,6 @@ SkGpuDevice::~SkGpuDevice() {
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fContext->unref();
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}
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intptr_t SkGpuDevice::getLayerTextureHandle() const {
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if (fTexture) {
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return fTexture->getTextureHandle();
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} else {
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return 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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void SkGpuDevice::makeRenderTargetCurrent() {
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