skia2/tools/fiddle/fiddle_main.h
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

98 lines
3.1 KiB
C++

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef fiddle_main_DEFINED
#define fiddle_main_DEFINED
#ifdef FIDDLE_BUILD_TEST
#include "include/core/SkCanvas.h"
#include "include/core/SkDocument.h"
#include "include/core/SkPictureRecorder.h"
#include "include/core/SkStream.h"
#include "include/core/SkSurface.h"
#include "include/gpu/GrContext.h"
#include "include/gpu/gl/GrGLAssembleInterface.h"
#include "include/gpu/gl/GrGLInterface.h"
#else
#include "skia.h"
#endif
#include <memory>
#include <sstream>
extern GrBackendTexture backEndTexture;
extern GrBackendRenderTarget backEndRenderTarget;
extern GrBackendTexture backEndTextureRenderTarget;
extern SkBitmap source;
extern sk_sp<SkImage> image;
extern double duration; // The total duration of the animation in seconds.
extern double frame; // A value in [0, 1] of where we are in the animation.
namespace sk_gpu_test {
class GLTestContext;
}
struct DrawOptions {
DrawOptions(int w, int h, bool r, bool g, bool p, bool k, bool srgb, bool f16,
bool textOnly, const char* s,
GrMipMapped mipMapping,
int offScreenWidth,
int offScreenHeight,
int offScreenSampleCount,
GrMipMapped offScreenMipMapping)
: size(SkISize::Make(w, h))
, raster(r)
, gpu(g)
, pdf(p)
, skp(k)
, srgb(srgb)
, f16(f16)
, textOnly(textOnly)
, source(s)
, fMipMapping(mipMapping)
, fOffScreenWidth(offScreenWidth)
, fOffScreenHeight(offScreenHeight)
, fOffScreenSampleCount(offScreenSampleCount)
, fOffScreenMipMapping(offScreenMipMapping) {
// F16 mode is only valid for color correct backends.
SkASSERT(srgb || !f16);
}
SkISize size;
bool raster;
bool gpu;
bool pdf;
bool skp;
bool srgb;
bool f16;
bool textOnly;
const char* source;
// This flag is used when a GPU texture resource is created and exposed as a GrBackendTexture.
// In this case the resource is created with extra room to accomodate mipmaps.
// TODO: The SkImage::makeTextureImage API would need to be widened to allow this to be true
// for the non-backend gpu SkImages.
GrMipMapped fMipMapping;
// Parameters for an GPU offscreen resource exposed as a GrBackendRenderTarget
int fOffScreenWidth;
int fOffScreenHeight;
int fOffScreenSampleCount;
// TODO: should we also expose stencilBits here? How about the config?
GrMipMapped fOffScreenMipMapping; // only applicable if the offscreen is also textureable
};
extern DrawOptions GetDrawOptions();
extern void SkDebugf(const char * format, ...);
extern void draw(SkCanvas*);
// There are different implementations of create_grcontext() for EGL, Mesa,
// and a fallback to a null context.
extern sk_sp<GrContext> create_grcontext(std::ostringstream& driverinfo,
std::unique_ptr<sk_gpu_test::GLTestContext>* glContext);
#endif // fiddle_main_DEFINED