/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkSurface_DEFINED #define SkSurface_DEFINED #include "SkRefCnt.h" #include "SkImage.h" #include "SkSurfaceProps.h" class SkCanvas; class SkPaint; class GrBackendRenderTarget; class GrBackendSemaphore; class GrContext; class GrRenderTarget; /** * SkSurface is responsible for managing the pixels that a canvas draws into. The pixels can be * allocated either in CPU memory (a Raster surface) or on the GPU (a RenderTarget surface). * * SkSurface takes care of allocating a SkCanvas that will draw into the surface. Call * surface->getCanvas() to use that canvas (but don't delete it, it is owned by the surface). * * SkSurface always has non-zero dimensions. If there is a request for a new surface, and either * of the requested dimensions are zero, then NULL will be returned. */ class SK_API SkSurface : public SkRefCnt { public: /** * Create a new surface, using the specified pixels/rowbytes as its * backend. * * If the requested surface cannot be created, or the request is not a * supported configuration, NULL will be returned. * * Callers are responsible for initialiazing the surface pixels. */ static sk_sp MakeRasterDirect(const SkImageInfo&, void* pixels, size_t rowBytes, const SkSurfaceProps* = nullptr); /** * The same as NewRasterDirect, but also accepts a call-back routine, which is invoked * when the surface is deleted, and is passed the pixel memory and the specified context. */ static sk_sp MakeRasterDirectReleaseProc(const SkImageInfo&, void* pixels, size_t rowBytes, void (*releaseProc)(void* pixels, void* context), void* context, const SkSurfaceProps* = nullptr); /** * Return a new surface, with the memory for the pixels automatically allocated and * zero-initialized, but respecting the specified rowBytes. If rowBytes==0, then a default * value will be chosen. If a non-zero rowBytes is specified, then any images snapped off of * this surface (via makeImageSnapshot()) are guaranteed to have the same rowBytes. * * If the requested surface cannot be created, or the request is not a * supported configuration, NULL will be returned. */ static sk_sp MakeRaster(const SkImageInfo&, size_t rowBytes, const SkSurfaceProps*); /** * Allocate a new surface, automatically computing the rowBytes. */ static sk_sp MakeRaster(const SkImageInfo& info, const SkSurfaceProps* props = nullptr) { return MakeRaster(info, 0, props); } /** * Helper version of NewRaster. It creates a SkImageInfo with the * specified width and height, and populates the rest of info to match * pixels in SkPMColor format. */ static sk_sp MakeRasterN32Premul(int width, int height, const SkSurfaceProps* props = nullptr) { return MakeRaster(SkImageInfo::MakeN32Premul(width, height), props); } /** * Used to wrap a pre-existing backend 3D API texture as a SkSurface. Skia will not assume * ownership of the texture and the client must ensure the texture is valid for the lifetime * of the SkSurface. If sampleCnt > 0, then we will create an intermediate mssa surface which * we will use for rendering. We then resolve into the passed in texture. */ static sk_sp MakeFromBackendTexture(GrContext*, const GrBackendTexture&, GrSurfaceOrigin origin, int sampleCnt, sk_sp, const SkSurfaceProps*); static sk_sp MakeFromBackendRenderTarget(GrContext*, const GrBackendRenderTarget&, GrSurfaceOrigin origin, sk_sp, const SkSurfaceProps*); /** * Used to wrap a pre-existing 3D API texture as a SkSurface. Skia will treat the texture as * a rendering target only, but unlike NewFromBackendRenderTarget, Skia will manage and own * the associated render target objects (but not the provided texture). Skia will not assume * ownership of the texture and the client must ensure the texture is valid for the lifetime * of the SkSurface. */ static sk_sp MakeFromBackendTextureAsRenderTarget(GrContext*, const GrBackendTexture&, GrSurfaceOrigin origin, int sampleCnt, sk_sp, const SkSurfaceProps*); /** * Return a new surface whose contents will be drawn to an offscreen * render target, allocated by the surface. */ static sk_sp MakeRenderTarget(GrContext*, SkBudgeted, const SkImageInfo&, int sampleCount, GrSurfaceOrigin, const SkSurfaceProps*); static sk_sp MakeRenderTarget(GrContext* context, SkBudgeted budgeted, const SkImageInfo& info, int sampleCount, const SkSurfaceProps* props) { return MakeRenderTarget(context, budgeted, info, sampleCount, kBottomLeft_GrSurfaceOrigin, props); } static sk_sp MakeRenderTarget(GrContext* gr, SkBudgeted b, const SkImageInfo& info) { if (!info.width() || !info.height()) { return nullptr; } return MakeRenderTarget(gr, b, info, 0, kBottomLeft_GrSurfaceOrigin, nullptr); } /** * Returns a surface that stores no pixels. It can be drawn to via its canvas, but that * canvas does not draw anything. Calling makeImageSnapshot() will return nullptr. */ static sk_sp MakeNull(int width, int height); int width() const { return fWidth; } int height() const { return fHeight; } /** * Returns a unique non-zero, unique value identifying the content of this * surface. Each time the content is changed changed, either by drawing * into this surface, or explicitly calling notifyContentChanged()) this * method will return a new value. * * If this surface is empty (i.e. has a zero-dimention), this will return * 0. */ uint32_t generationID(); /** * Modes that can be passed to notifyContentWillChange */ enum ContentChangeMode { /** * Use this mode if it is known that the upcoming content changes will * clear or overwrite prior contents, thus making them discardable. */ kDiscard_ContentChangeMode, /** * Use this mode if prior surface contents need to be preserved or * if in doubt. */ kRetain_ContentChangeMode, }; /** * Call this if the contents are about to change. This will (lazily) force a new * value to be returned from generationID() when it is called next. * * CAN WE DEPRECATE THIS? */ void notifyContentWillChange(ContentChangeMode mode); enum BackendHandleAccess { kFlushRead_BackendHandleAccess, //!< caller may read from the backend object kFlushWrite_BackendHandleAccess, //!< caller may write to the backend object kDiscardWrite_BackendHandleAccess, //!< caller must over-write the entire backend object }; /* * These are legacy aliases which will be removed soon */ static const BackendHandleAccess kFlushRead_TextureHandleAccess = kFlushRead_BackendHandleAccess; static const BackendHandleAccess kFlushWrite_TextureHandleAccess = kFlushWrite_BackendHandleAccess; static const BackendHandleAccess kDiscardWrite_TextureHandleAccess = kDiscardWrite_BackendHandleAccess; /** * Retrieves the backend API handle of the texture used by this surface, or 0 if the surface * is not backed by a GPU texture. * * The returned texture-handle is only valid until the next draw-call into the surface, * or the surface is deleted. */ GrBackendObject getTextureHandle(BackendHandleAccess); /** * Retrieves the backend API handle of the RenderTarget backing this surface. Callers must * ensure this function returns 'true' or else the GrBackendObject will be invalid * * In OpenGL this will return the FramebufferObject ID. */ bool getRenderTargetHandle(GrBackendObject*, BackendHandleAccess); /** * Return a canvas that will draw into this surface. This will always * return the same canvas for a given surface, and is manged/owned by the * surface. It should not be used when its parent surface has gone out of * scope. */ SkCanvas* getCanvas(); /** * Return a new surface that is "compatible" with this one, in that it will * efficiently be able to be drawn into this surface. Typical calling * pattern: * * SkSurface* A = SkSurface::New...(); * SkCanvas* canvasA = surfaceA->newCanvas(); * ... * SkSurface* surfaceB = surfaceA->newSurface(...); * SkCanvas* canvasB = surfaceB->newCanvas(); * ... // draw using canvasB * canvasA->drawSurface(surfaceB); // <--- this will always be optimal! */ sk_sp makeSurface(const SkImageInfo&); /** * Returns an image of the current state of the surface pixels up to this * point. Subsequent changes to the surface (by drawing into its canvas) * will not be reflected in this image. For the GPU-backend, the budgeting * decision for the snapped image will match that of the surface. */ sk_sp makeImageSnapshot(); /** * Though the caller could get a snapshot image explicitly, and draw that, * it seems that directly drawing a surface into another canvas might be * a common pattern, and that we could possibly be more efficient, since * we'd know that the "snapshot" need only live until we've handed it off * to the canvas. */ void draw(SkCanvas*, SkScalar x, SkScalar y, const SkPaint*); /** * If the surface has direct access to its pixels (i.e. they are in local * RAM) return true, and if not null, set the pixmap parameter to point to the information * about the surface's pixels. The pixel address in the pixmap is only valid while * the surface object is in scope, and no API call is made on the surface * or its canvas. * * On failure, returns false and the pixmap parameter is ignored. */ bool peekPixels(SkPixmap*); /** * Copy the pixels from the surface into the specified buffer (pixels + rowBytes), * converting them into the requested format (dstInfo). The surface pixels are read * starting at the specified (srcX,srcY) location. * * The specified ImageInfo and (srcX,srcY) offset specifies a source rectangle * * srcR.setXYWH(srcX, srcY, dstInfo.width(), dstInfo.height()); * * srcR is intersected with the bounds of the base-layer. If this intersection is not empty, * then we have two sets of pixels (of equal size). Replace the dst pixels with the * corresponding src pixels, performing any colortype/alphatype transformations needed * (in the case where the src and dst have different colortypes or alphatypes). * * This call can fail, returning false, for several reasons: * - If srcR does not intersect the surface bounds. * - If the requested colortype/alphatype cannot be converted from the surface's types. */ bool readPixels(const SkImageInfo& dstInfo, void* dstPixels, size_t dstRowBytes, int srcX, int srcY); const SkSurfaceProps& props() const { return fProps; } /** * Issue any pending surface IO to the current backend 3D API and resolve any surface MSAA. * * The flush calls below are the new preferred way to flush calls to a surface, and this call * will eventually be removed. */ void prepareForExternalIO(); /** * Issue any pending surface IO to the current backend 3D API */ void flush(); /** * Issue any pending surface IO to the current backend 3D API. After issuing all commands, we * will issue numSemaphore semaphores for the gpu to signal. We will then fill in the array * signalSemaphores with the info on the semaphores we submitted. The client is reposonsible for * allocating enough space in signalSemaphores to handle numSemaphores of GrBackendSemaphores. * The client will also take ownership of the returned underlying backend semaphores. * * If this call returns false, the GPU backend will not have created or added any semaphores to * signal. Thus the array of semaphores will remain uninitialized. However, we will still flush * any pending surface IO. */ bool flushAndSignalSemaphores(int numSemaphores, GrBackendSemaphore* signalSemaphores); /** * Inserts a list of GPU semaphores that the current backend 3D API must wait on before * executing any more commands on the GPU for this surface. Skia will take ownership of the * underlying semaphores and delete them once they have been signaled and waited on. * * If this call returns false, then the GPU backend will not wait on any passed in semaphores, * and the client will still own the semaphores. */ bool wait(int numSemaphores, const GrBackendSemaphore* waitSemaphores); protected: SkSurface(int width, int height, const SkSurfaceProps*); SkSurface(const SkImageInfo&, const SkSurfaceProps*); // called by subclass if their contents have changed void dirtyGenerationID() { fGenerationID = 0; } private: const SkSurfaceProps fProps; const int fWidth; const int fHeight; uint32_t fGenerationID; typedef SkRefCnt INHERITED; }; #endif