772604c214
This is necessary for multisampling, so that each multisampled render target resolves before Chrome's compositor attempts to draw the texture. BUG=skia: Review URL: https://codereview.chromium.org/878653004
78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
/*
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* Copyright 2014 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkMultiPictureDraw_DEFINED
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#define SkMultiPictureDraw_DEFINED
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#include "SkMatrix.h"
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#include "SkTDArray.h"
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class SkCanvas;
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class SkPaint;
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class SkPicture;
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/** \class SkMultiPictureDraw
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The MultiPictureDraw object accepts several picture/canvas pairs and
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then attempts to optimally draw the pictures into the canvases, sharing
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as many resources as possible.
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*/
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class SK_API SkMultiPictureDraw {
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public:
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/**
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* Create an object to optimize the drawing of multiple pictures.
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* @param reserve Hint for the number of add calls expected to be issued
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*/
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SkMultiPictureDraw(int reserve = 0);
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~SkMultiPictureDraw() { this->reset(); }
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/**
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* Add a canvas/picture pair for later rendering.
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* @param canvas the canvas in which to draw picture
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* @param picture the picture to draw into canvas
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* @param matrix if non-NULL, applied to the CTM when drawing
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* @param paint if non-NULL, draw picture to a temporary buffer
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* and then apply the paint when the result is drawn
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*/
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void add(SkCanvas* canvas,
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const SkPicture* picture,
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const SkMatrix* matrix = NULL,
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const SkPaint* paint = NULL);
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/**
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* Perform all the previously added draws. This will reset the state
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* of this object. If flush is true, all canvases are flushed after
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* draw.
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*/
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void draw(bool flush = false);
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/**
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* Abandon all buffered draws and reset to the initial state.
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*/
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void reset();
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private:
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struct DrawData {
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SkCanvas* fCanvas; // reffed
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const SkPicture* fPicture; // reffed
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SkMatrix fMatrix;
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SkPaint* fPaint; // owned
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void init(SkCanvas*, const SkPicture*, const SkMatrix*, const SkPaint*);
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void draw();
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static void Reset(SkTDArray<DrawData>&);
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static void Draw(DrawData* d) { d->draw(); }
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};
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SkTDArray<DrawData> fThreadSafeDrawData;
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SkTDArray<DrawData> fGPUDrawData;
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};
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#endif
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