/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef DDLTileHelper_DEFINED #define DDLTileHelper_DEFINED #include "include/core/SkRect.h" #include "include/core/SkRefCnt.h" #include "include/core/SkSurfaceCharacterization.h" class DDLPromiseImageHelper; class SkCanvas; class SkData; class SkDeferredDisplayList; class SkPicture; class SkSurface; class SkSurfaceCharacterization; class DDLTileHelper { public: // The TileData class encapsulates the information and behavior of a single tile when // rendering with DDLs. class TileData { public: TileData() {} ~TileData(); void init(int id, sk_sp dstSurface, const SkIRect& clip); // Convert the compressedPictureData into an SkPicture replacing each image-index // with a promise image. void createTileSpecificSKP(SkData* compressedPictureData, const DDLPromiseImageHelper& helper); // Create the DDL for this tile (i.e., fill in 'fDisplayList'). void createDDL(); // Replay the recorded DDL into the tile surface - creating 'fImage'. void draw(GrContext*); // Draw the result of replaying the DDL (i.e., 'fImage') into the // final destination surface ('fDstSurface'). void compose(); void reset(); int id() const { return fID; } SkDeferredDisplayList* ddl() { return fDisplayList.get(); } private: int fID = -1; sk_sp fDstSurface; // the ultimate target for composition SkSurfaceCharacterization fCharacterization; // characterization for the tile's surface SkIRect fClip; // in the device space of the 'fDstSurface' sk_sp fImage; // the result of replaying the DDL sk_sp fReconstitutedPicture; SkTArray> fPromiseImages; // All the promise images in the // reconstituted picture std::unique_ptr fDisplayList; }; DDLTileHelper(sk_sp dstSurface, const SkIRect& viewport, int numDivisions); ~DDLTileHelper() { delete[] fTiles; } void createSKPPerTile(SkData* compressedPictureData, const DDLPromiseImageHelper& helper); void kickOffThreadedWork(SkTaskGroup* recordingTaskGroup, SkTaskGroup* gpuTaskGroup, GrContext* gpuThreadContext); void createDDLsInParallel(); void drawAllTiles(GrContext*); void composeAllTiles(); void resetAllTiles(); int numTiles() const { return fNumDivisions * fNumDivisions; } private: int fNumDivisions; // number of tiles along a side TileData* fTiles; // 'fNumDivisions' x 'fNumDivisions' }; #endif