skia2/include/core/SkRasterHandleAllocator.h
Ian Prest 18fdfe83a5 Add SkSurfaceProps parameter to several APIs
In general, SkSurfaceProps is only needed when rendering text.  However,
there are several existing APIs that don't allow SkSurfaceProps to be
passed in by the user.

This change adds new SkSurfaceProps parameters to several public-facing
APIs:
  1. SkRasterHandleAllocator::MakeCanvas
  -- The props are used by the canvas whenever text is rendered.

  2. SkImage::MakeFromPicture and SkImageGenerator::MakeFromPicture
  -- The props are used to render any text in the SkPicture object.

Change-Id: Ic48e8a30bb12b3170415c644de1a007b5eefb818
Bug: skia:13369
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/545396
Reviewed-by: Ben Wagner <bungeman@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2022-06-02 13:12:33 +00:00

95 lines
3.8 KiB
C++

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkRasterHandleAllocator_DEFINED
#define SkRasterHandleAllocator_DEFINED
#include "include/core/SkImageInfo.h"
class SkBitmap;
class SkCanvas;
class SkMatrix;
class SkSurfaceProps;
/**
* If a client wants to control the allocation of raster layers in a canvas, it should subclass
* SkRasterHandleAllocator. This allocator performs two tasks:
* 1. controls how the memory for the pixels is allocated
* 2. associates a "handle" to a private object that can track the matrix/clip of the SkCanvas
*
* This example allocates a canvas, and defers to the allocator to create the base layer.
*
* std::unique_ptr<SkCanvas> canvas = SkRasterHandleAllocator::MakeCanvas(
* SkImageInfo::Make(...),
* std::make_unique<MySubclassRasterHandleAllocator>(...),
* nullptr);
*
* If you have already allocated the base layer (and its handle, release-proc etc.) then you
* can pass those in using the last parameter to MakeCanvas().
*
* Regardless of how the base layer is allocated, each time canvas->saveLayer() is called,
* your allocator's allocHandle() will be called.
*/
class SK_API SkRasterHandleAllocator {
public:
virtual ~SkRasterHandleAllocator() = default;
// The value that is returned to clients of the canvas that has this allocator installed.
typedef void* Handle;
struct Rec {
// When the allocation goes out of scope, this proc is called to free everything associated
// with it: the pixels, the "handle", etc. This is passed the pixel address and fReleaseCtx.
void (*fReleaseProc)(void* pixels, void* ctx);
void* fReleaseCtx; // context passed to fReleaseProc
void* fPixels; // pixels for this allocation
size_t fRowBytes; // rowbytes for these pixels
Handle fHandle; // public handle returned by SkCanvas::accessTopRasterHandle()
};
/**
* Given a requested info, allocate the corresponding pixels/rowbytes, and whatever handle
* is desired to give clients access to those pixels. The rec also contains a proc and context
* which will be called when this allocation goes out of scope.
*
* e.g.
* when canvas->saveLayer() is called, the allocator will be called to allocate the pixels
* for the layer. When canvas->restore() is called, the fReleaseProc will be called.
*/
virtual bool allocHandle(const SkImageInfo&, Rec*) = 0;
/**
* Clients access the handle for a given layer by calling SkCanvas::accessTopRasterHandle().
* To allow the handle to reflect the current matrix/clip in the canvs, updateHandle() is
* is called. The subclass is responsible to update the handle as it sees fit.
*/
virtual void updateHandle(Handle, const SkMatrix&, const SkIRect&) = 0;
/**
* This creates a canvas which will use the allocator to manage pixel allocations, including
* all calls to saveLayer().
*
* If rec is non-null, then it will be used as the base-layer of pixels/handle.
* If rec is null, then the allocator will be called for the base-layer as well.
*/
static std::unique_ptr<SkCanvas> MakeCanvas(std::unique_ptr<SkRasterHandleAllocator>,
const SkImageInfo&, const Rec* rec = nullptr,
const SkSurfaceProps* props = nullptr);
protected:
SkRasterHandleAllocator() = default;
SkRasterHandleAllocator(const SkRasterHandleAllocator&) = delete;
SkRasterHandleAllocator& operator=(const SkRasterHandleAllocator&) = delete;
private:
friend class SkBitmapDevice;
Handle allocBitmap(const SkImageInfo&, SkBitmap*);
};
#endif