d58a1cd00b
Review URL: http://codereview.appspot.com/5374052/ git-svn-id: http://skia.googlecode.com/svn/trunk@2662 2bbb7eff-a529-9590-31e7-b0007b416f81
207 lines
7.3 KiB
C++
207 lines
7.3 KiB
C++
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/*
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* Copyright 2010 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 SkGpuDevice_DEFINED
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#define SkGpuDevice_DEFINED
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#include "SkGr.h"
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#include "SkBitmap.h"
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#include "SkDevice.h"
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#include "SkRegion.h"
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#include "GrContext.h"
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struct SkDrawProcs;
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struct GrSkDrawProcs;
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class GrTextContext;
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/**
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* Subclass of SkDevice, which directs all drawing to the GrGpu owned by the
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* canvas.
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*/
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class SK_API SkGpuDevice : public SkDevice {
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public:
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/**
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* New device that will create an offscreen renderTarget based on the
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* config, width, height.
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*
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* usage is a special flag that should only be set by SkCanvas
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* internally.
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*/
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SkGpuDevice(GrContext*, SkBitmap::Config,
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int width, int height,
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SkDevice::Usage usage = SkDevice::kGeneral_Usage);
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/**
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* New device that will render to the specified renderTarget.
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*/
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SkGpuDevice(GrContext*, GrRenderTarget*);
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/**
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* New device that will render to the texture (as a rendertarget).
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* The GrTexture's asRenderTarget() must be non-NULL or device will not
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* function.
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*/
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SkGpuDevice(GrContext*, GrTexture*);
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virtual ~SkGpuDevice();
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GrContext* context() const { return fContext; }
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/**
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* Override from SkGpuDevice, so we can set our FBO to be the render target
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* The canvas parameter must be a SkGpuCanvas
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*/
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virtual void gainFocus(SkCanvas*, const SkMatrix&, const SkRegion&,
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const SkClipStack& clipStack);
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virtual SkGpuRenderTarget* accessRenderTarget() {
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return (SkGpuRenderTarget*)fRenderTarget;
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}
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// overrides from SkDevice
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virtual void clear(SkColor color);
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virtual void writePixels(const SkBitmap& bitmap, int x, int y,
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SkCanvas::Config8888 config8888) SK_OVERRIDE;
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virtual void setMatrixClip(const SkMatrix& matrix, const SkRegion& clip,
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const SkClipStack&);
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virtual void drawPaint(const SkDraw&, const SkPaint& paint);
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virtual void drawPoints(const SkDraw&, SkCanvas::PointMode mode, size_t count,
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const SkPoint[], const SkPaint& paint);
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virtual void drawRect(const SkDraw&, const SkRect& r,
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const SkPaint& paint);
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virtual void drawPath(const SkDraw&, const SkPath& path,
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const SkPaint& paint, const SkMatrix* prePathMatrix,
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bool pathIsMutable);
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virtual void drawBitmap(const SkDraw&, const SkBitmap& bitmap,
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const SkIRect* srcRectOrNull,
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const SkMatrix& matrix, const SkPaint& paint);
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virtual void drawSprite(const SkDraw&, const SkBitmap& bitmap,
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int x, int y, const SkPaint& paint);
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virtual void drawText(const SkDraw&, const void* text, size_t len,
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SkScalar x, SkScalar y, const SkPaint& paint);
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virtual void drawPosText(const SkDraw&, const void* text, size_t len,
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const SkScalar pos[], SkScalar constY,
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int scalarsPerPos, const SkPaint& paint);
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virtual void drawTextOnPath(const SkDraw&, const void* text, size_t len,
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const SkPath& path, const SkMatrix* matrix,
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const SkPaint& paint);
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virtual void drawVertices(const SkDraw&, SkCanvas::VertexMode, int vertexCount,
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const SkPoint verts[], const SkPoint texs[],
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const SkColor colors[], SkXfermode* xmode,
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const uint16_t indices[], int indexCount,
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const SkPaint& paint);
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virtual void drawDevice(const SkDraw&, SkDevice*, int x, int y,
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const SkPaint&);
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virtual bool filterTextFlags(const SkPaint& paint, TextFlags*);
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virtual void flush() { fContext->flush(false); }
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/**
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* Make's this device's rendertarget current in the underlying 3D API.
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* Also implicitly flushes.
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*/
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virtual void makeRenderTargetCurrent();
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protected:
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typedef GrContext::TextureCacheEntry TexCache;
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enum TexType {
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kBitmap_TexType,
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kDeviceRenderTarget_TexType,
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kSaveLayerDeviceRenderTarget_TexType
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};
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TexCache lockCachedTexture(const SkBitmap& bitmap,
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const GrSamplerState& sampler,
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TexType type = kBitmap_TexType);
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void unlockCachedTexture(TexCache);
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class SkAutoCachedTexture {
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public:
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SkAutoCachedTexture();
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SkAutoCachedTexture(SkGpuDevice* device,
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const SkBitmap& bitmap,
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const GrSamplerState& sampler,
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GrTexture** texture);
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~SkAutoCachedTexture();
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GrTexture* set(SkGpuDevice*, const SkBitmap&, const GrSamplerState&);
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private:
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SkGpuDevice* fDevice;
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TexCache fTex;
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};
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friend class SkAutoTexCache;
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// overrides from SkDevice
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virtual bool onReadPixels(const SkBitmap& bitmap,
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int x, int y,
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SkCanvas::Config8888 config8888) SK_OVERRIDE;
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private:
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GrContext* fContext;
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GrSkDrawProcs* fDrawProcs;
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// state for our offscreen render-target
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TexCache fCache;
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GrTexture* fTexture;
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GrRenderTarget* fRenderTarget;
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bool fNeedClear;
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bool fNeedPrepareRenderTarget;
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// called from rt and tex cons
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void initFromRenderTarget(GrContext*, GrRenderTarget*);
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// doesn't set the texture/sampler/matrix state
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// caller needs to null out GrPaint's texture if
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// non-textured drawing is desired.
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// Set constantColor to true if a constant color
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// will be used. This is an optimization, and can
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// always be set to false. constantColor should
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// never be true if justAlpha is true.
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bool skPaint2GrPaintNoShader(const SkPaint& skPaint,
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bool justAlpha,
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GrPaint* grPaint,
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bool constantColor);
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// uses the SkShader to setup paint, act used to
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// hold lock on cached texture and free it when
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// destroyed.
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// If there is no shader, constantColor will
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// be passed to skPaint2GrPaintNoShader. Otherwise
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// it is ignored.
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bool skPaint2GrPaintShader(const SkPaint& skPaint,
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SkAutoCachedTexture* act,
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const SkMatrix& ctm,
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GrPaint* grPaint,
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bool constantColor);
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// override from SkDevice
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virtual SkDevice* onCreateCompatibleDevice(SkBitmap::Config config,
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int width, int height,
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bool isOpaque,
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Usage usage);
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SkDrawProcs* initDrawForText(GrTextContext*);
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bool bindDeviceAsTexture(GrPaint* paint);
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void prepareRenderTarget(const SkDraw&);
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void internalDrawBitmap(const SkDraw&, const SkBitmap&,
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const SkIRect&, const SkMatrix&, GrPaint* grPaint);
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typedef SkDevice INHERITED;
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};
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#endif
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