/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkDrawable_DEFINED #define SkDrawable_DEFINED #include "include/core/SkFlattenable.h" #include "include/core/SkImageInfo.h" #include "include/core/SkScalar.h" class GrBackendDrawableInfo; class SkCanvas; class SkMatrix; class SkPicture; enum class GrBackendApi : unsigned; struct SkRect; /** * Base-class for objects that draw into SkCanvas. * * The object has a generation ID, which is guaranteed to be unique across all drawables. To * allow for clients of the drawable that may want to cache the results, the drawable must * change its generation ID whenever its internal state changes such that it will draw differently. */ class SK_API SkDrawable : public SkFlattenable { public: /** * Draws into the specified content. The drawing sequence will be balanced upon return * (i.e. the saveLevel() on the canvas will match what it was when draw() was called, * and the current matrix and clip settings will not be changed. */ void draw(SkCanvas*, const SkMatrix* = nullptr); void draw(SkCanvas*, SkScalar x, SkScalar y); /** * When using the GPU backend it is possible for a drawable to execute using the underlying 3D * API rather than the SkCanvas API. It does so by creating a GpuDrawHandler. The GPU backend * is deferred so the handler will be given access to the 3D API at the correct point in the * drawing stream as the GPU backend flushes. Since the drawable may mutate, each time it is * drawn to a GPU-backed canvas a new handler is snapped, representing the drawable's state at * the time of the snap. * * When the GPU backend flushes to the 3D API it will call the draw method on the * GpuDrawHandler. At this time the drawable may add commands to the stream of GPU commands for * the unerlying 3D API. The draw function takes a GrBackendDrawableInfo which contains * information about the current state of 3D API which the caller must respect. See * GrBackendDrawableInfo for more specific details on what information is sent and the * requirements for different 3D APIs. * * Additionaly there may be a slight delay from when the drawable adds its commands to when * those commands are actually submitted to the GPU. Thus the drawable or GpuDrawHandler is * required to keep any resources that are used by its added commands alive and valid until * those commands are submitted to the GPU. The GpuDrawHandler will be kept alive and then * deleted once the commands are submitted to the GPU. The dtor of the GpuDrawHandler is the * signal to the drawable that the commands have all been submitted. Different 3D APIs may have * additional requirements for certain resources which require waiting for the GPU to finish * all work on those resources before reusing or deleting them. In this case, the drawable can * use the dtor call of the GpuDrawHandler to add a fence to the GPU to track when the GPU work * has completed. * * Currently this is only supported for the GPU Vulkan backend. */ class GpuDrawHandler { public: virtual ~GpuDrawHandler() {} virtual void draw(const GrBackendDrawableInfo&) {} }; /** * Snaps off a GpuDrawHandler to represent the state of the SkDrawable at the time the snap is * called. This is used for executing GPU backend specific draws intermixed with normal Skia GPU * draws. The GPU API, which will be used for the draw, as well as the full matrix, device clip * bounds and imageInfo of the target buffer are passed in as inputs. */ std::unique_ptr snapGpuDrawHandler(GrBackendApi backendApi, const SkMatrix& matrix, const SkIRect& clipBounds, const SkImageInfo& bufferInfo) { return this->onSnapGpuDrawHandler(backendApi, matrix, clipBounds, bufferInfo); } SkPicture* newPictureSnapshot(); /** * Return a unique value for this instance. If two calls to this return the same value, * it is presumed that calling the draw() method will render the same thing as well. * * Subclasses that change their state should call notifyDrawingChanged() to ensure that * a new value will be returned the next time it is called. */ uint32_t getGenerationID(); /** * Return the (conservative) bounds of what the drawable will draw. If the drawable can * change what it draws (e.g. animation or in response to some external change), then this * must return a bounds that is always valid for all possible states. */ SkRect getBounds(); /** * Calling this invalidates the previous generation ID, and causes a new one to be computed * the next time getGenerationID() is called. Typically this is called by the object itself, * in response to its internal state changing. */ void notifyDrawingChanged(); static SkFlattenable::Type GetFlattenableType() { return kSkDrawable_Type; } SkFlattenable::Type getFlattenableType() const override { return kSkDrawable_Type; } static sk_sp Deserialize(const void* data, size_t size, const SkDeserialProcs* procs = nullptr) { return sk_sp(static_cast( SkFlattenable::Deserialize( kSkDrawable_Type, data, size, procs).release())); } Factory getFactory() const override { return nullptr; } const char* getTypeName() const override { return nullptr; } protected: SkDrawable(); virtual SkRect onGetBounds() = 0; virtual void onDraw(SkCanvas*) = 0; virtual std::unique_ptr onSnapGpuDrawHandler(GrBackendApi, const SkMatrix&, const SkIRect& /*clipBounds*/, const SkImageInfo&) { return nullptr; } // TODO: Delete this once Android gets updated to take the clipBounds version above. virtual std::unique_ptr onSnapGpuDrawHandler(GrBackendApi, const SkMatrix&) { return nullptr; } /** * Default implementation calls onDraw() with a canvas that records into a picture. Subclasses * may override if they have a more efficient way to return a picture for the current state * of their drawable. Note: this picture must draw the same as what would be drawn from * onDraw(). */ virtual SkPicture* onNewPictureSnapshot(); private: int32_t fGenerationID; }; #endif