skia2/gpu/include/GrGLTexture.h
junov@google.com 4ee7ae5dcf Adding the notion of a volatile bitmap to SkBitmap.
Volatility is a hint that indicates that the contents of a bitmap 
are ephemeral. SkGpuDevice will not preserve volatile bitmaps
in its texture cache, and will use textures from a pool of
keyless (recyclable) textures to avoid the performance hit of
texture allocation and release.

A subsequent change is required in webkit in order to take advantage
of this optimization. putImageData, and other methods that create
temporary bitmaps will have to mark their bitmaps as volatile.
before rendering them through skia.



git-svn-id: http://skia.googlecode.com/svn/trunk@1769 2bbb7eff-a529-9590-31e7-b0007b416f81
2011-06-30 17:30:49 +00:00

244 lines
7.4 KiB
C++

/*
Copyright 2011 Google Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
#ifndef GrGLTexture_DEFINED
#define GrGLTexture_DEFINED
#include "GrTexture.h"
#include "GrScalar.h"
#include "GrGLIRect.h"
class GrGpuGL;
class GrGLTexture;
/**
* A ref counted tex id that deletes the texture in its destructor.
*/
class GrGLTexID : public GrRefCnt {
public:
GrGLTexID(GrGLuint texID, bool ownsID) : fTexID(texID), fOwnsID(ownsID) {}
virtual ~GrGLTexID() {
if (0 != fTexID && fOwnsID) {
GR_GL(DeleteTextures(1, &fTexID));
}
}
void abandon() { fTexID = 0; }
GrGLuint id() const { return fTexID; }
private:
GrGLuint fTexID;
bool fOwnsID;
};
////////////////////////////////////////////////////////////////////////////////
class GrGLRenderTarget : public GrRenderTarget {
public:
// set fTexFBOID to this value to indicate that it is multisampled but
// Gr doesn't know how to resolve it.
enum { kUnresolvableFBOID = 0 };
struct GLRenderTargetIDs {
GrGLuint fRTFBOID;
GrGLuint fTexFBOID;
GrGLuint fStencilRenderbufferID;
GrGLuint fMSColorRenderbufferID;
bool fOwnIDs;
void reset() { memset(this, 0, sizeof(GLRenderTargetIDs)); }
};
GrGLRenderTarget(GrGpuGL* gpu,
const GLRenderTargetIDs& ids,
GrGLTexID* texID,
GrGLuint stencilBits,
bool isMultisampled,
const GrGLIRect& fViewport,
GrGLTexture* texture);
virtual ~GrGLRenderTarget() { this->release(); }
void setViewport(const GrGLIRect& rect) { fViewport = rect; }
const GrGLIRect& getViewport() const { return fViewport; }
// The following two functions return the same ID when a
// texture-rendertarget is multisampled, and different IDs when
// it is.
// FBO ID used to render into
GrGLuint renderFBOID() const { return fRTFBOID; }
// FBO ID that has texture ID attached.
GrGLuint textureFBOID() const { return fTexFBOID; }
// override of GrRenderTarget
virtual ResolveType getResolveType() const {
if (fRTFBOID == fTexFBOID) {
// catches FBO 0 and non MSAA case
return kAutoResolves_ResolveType;
} else if (kUnresolvableFBOID == fTexFBOID) {
return kCantResolve_ResolveType;
} else {
return kCanResolve_ResolveType;
}
}
protected:
// override of GrResource
virtual void onAbandon();
virtual void onRelease();
private:
GrGLuint fRTFBOID;
GrGLuint fTexFBOID;
GrGLuint fStencilRenderbufferID;
GrGLuint fMSColorRenderbufferID;
// Should this object delete IDs when it is destroyed or does someone
// else own them.
bool fOwnIDs;
// when we switch to this rendertarget we want to set the viewport to
// only render to to content area (as opposed to the whole allocation) and
// we want the rendering to be at top left (GL has origin in bottom left)
GrGLIRect fViewport;
// non-NULL if this RT was created by Gr with an associated GrGLTexture.
GrGLTexID* fTexIDObj;
typedef GrRenderTarget INHERITED;
};
////////////////////////////////////////////////////////////////////////////////
class GrGLTexture : public GrTexture {
public:
enum Orientation {
kBottomUp_Orientation,
kTopDown_Orientation,
};
struct TexParams {
GrGLenum fFilter;
GrGLenum fWrapS;
GrGLenum fWrapT;
void invalidate() { memset(this, 0xff, sizeof(TexParams)); }
};
struct GLTextureDesc {
int fContentWidth;
int fContentHeight;
int fAllocWidth;
int fAllocHeight;
GrPixelConfig fFormat;
GrGLuint fTextureID;
bool fOwnsID;
GrGLenum fUploadFormat;
GrGLenum fUploadByteCount;
GrGLenum fUploadType;
GrGLuint fStencilBits;
Orientation fOrientation;
};
typedef GrGLRenderTarget::GLRenderTargetIDs GLRenderTargetIDs;
GrGLTexture(GrGpuGL* gpu,
const GLTextureDesc& textureDesc,
const GLRenderTargetIDs& rtIDs,
const TexParams& initialTexParams);
virtual ~GrGLTexture() { this->release(); }
// overrides of GrTexture
virtual void uploadTextureData(int x,
int y,
int width,
int height,
const void* srcData,
size_t rowBytes);
virtual intptr_t getTextureHandle();
const TexParams& getTexParams() const { return fTexParams; }
void setTexParams(const TexParams& texParams) { fTexParams = texParams; }
GrGLuint textureID() const { return fTexIDObj->id(); }
GrGLenum uploadFormat() const { return fUploadFormat; }
GrGLenum uploadByteCount() const { return fUploadByteCount; }
GrGLenum uploadType() const { return fUploadType; }
/**
* Retrieves the texture width actually allocated in texels.
*
* @return the width in texels
*/
int allocWidth() const { return fAllocWidth; }
/**
* Retrieves the texture height actually allocated in texels.
*
* @return the height in texels
*/
int allocHeight() const { return fAllocHeight; }
/**
* @return width() / allocWidth()
*/
GrScalar contentScaleX() const { return fScaleX; }
/**
* @return height() / allocHeight()
*/
GrScalar contentScaleY() const { return fScaleY; }
// Ganesh assumes texture coordinates have their origin
// in the top-left corner of the image. OpenGL, however,
// has the origin in the lower-left corner. For content that
// is loaded by Ganesh we just push the content "upside down"
// (by GL's understanding of the world ) in glTex*Image and the
// addressing just works out. However, content generated by GL
// (FBO or externally imported texture) will be updside down
// and it is up to the GrGpuGL derivative to handle y-mirroing.
Orientation orientation() const { return fOrientation; }
static const GrGLenum* WrapMode2GLWrap();
protected:
// overrides of GrTexture
virtual void onAbandon();
virtual void onRelease();
private:
TexParams fTexParams;
GrGLTexID* fTexIDObj;
GrGLenum fUploadFormat;
GrGLenum fUploadByteCount;
GrGLenum fUploadType;
int fAllocWidth;
int fAllocHeight;
// precomputed content / alloc ratios
GrScalar fScaleX;
GrScalar fScaleY;
Orientation fOrientation;
GrGpuGL* fGpuGL;
typedef GrTexture INHERITED;
};
#endif