4fee323522
This should let getTypeName() and serialization work even when deserialization factories haven't been registered. I've made getTypeName() pure virtual like getFactory(), and moved all the overrides into SK_FLATTENABLE_HOOKS, cleaning up all the various ways we've done it before. All the subclasses override getTypeName() and getFactory() privately, so there should be no need to document them? Change-Id: I723cb20099d250c2f2a10be266e3aacc6a061937 Reviewed-on: https://skia-review.googlesource.com/c/163543 Reviewed-by: Cary Clark <caryclark@google.com> Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Mike Klein <mtklein@google.com>
151 lines
6.2 KiB
C++
151 lines
6.2 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 SkDrawable_DEFINED
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#define SkDrawable_DEFINED
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#include "SkFlattenable.h"
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#include "SkScalar.h"
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class GrBackendDrawableInfo;
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class SkCanvas;
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class SkMatrix;
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class SkPicture;
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enum class GrBackendApi : unsigned;
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struct SkRect;
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/**
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* Base-class for objects that draw into SkCanvas.
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*
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* The object has a generation ID, which is guaranteed to be unique across all drawables. To
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* allow for clients of the drawable that may want to cache the results, the drawable must
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* change its generation ID whenever its internal state changes such that it will draw differently.
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*/
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class SK_API SkDrawable : public SkFlattenable {
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public:
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/**
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* Draws into the specified content. The drawing sequence will be balanced upon return
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* (i.e. the saveLevel() on the canvas will match what it was when draw() was called,
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* and the current matrix and clip settings will not be changed.
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*/
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void draw(SkCanvas*, const SkMatrix* = nullptr);
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void draw(SkCanvas*, SkScalar x, SkScalar y);
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/**
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* When using the GPU backend it is possible for a drawable to execute using the underlying 3D
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* API rather than the SkCanvas API. It does so by creating a GpuDrawHandler. The GPU backend
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* is deferred so the handler will be given access to the 3D API at the correct point in the
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* drawing stream as the GPU backend flushes. Since the drawable may mutate, each time it is
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* drawn to a GPU-backed canvas a new handler is snapped, representing the drawable's state at
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* the time of the snap.
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*
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* When the GPU backend flushes to the 3D API it will call the draw method on the
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* GpuDrawHandler. At this time the drawable may add commands to the stream of GPU commands for
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* the unerlying 3D API. The draw function takes a GrBackendDrawableInfo which contains
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* information about the current state of 3D API which the caller must respect. See
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* GrBackendDrawableInfo for more specific details on what information is sent and the
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* requirements for different 3D APIs.
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*
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* Additionaly there may be a slight delay from when the drawable adds its commands to when
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* those commands are actually submitted to the GPU. Thus the drawable or GpuDrawHandler is
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* required to keep any resources that are used by its added commands alive and valid until
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* those commands are submitted to the GPU. The GpuDrawHandler will be kept alive and then
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* deleted once the commands are submitted to the GPU. The dtor of the GpuDrawHandler is the
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* signal to the drawable that the commands have all been submitted. Different 3D APIs may have
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* additional requirements for certain resources which require waiting for the GPU to finish
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* all work on those resources before reusing or deleting them. In this case, the drawable can
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* use the dtor call of the GpuDrawHandler to add a fence to the GPU to track when the GPU work
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* has completed.
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*
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* Currently this is only supported for the GPU Vulkan backend.
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*/
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class GpuDrawHandler {
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public:
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virtual ~GpuDrawHandler() {}
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virtual void draw(const GrBackendDrawableInfo&) {}
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};
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/**
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* Snaps off a GpuDrawHandler to represent the state of the SkDrawable at the time the snap is
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* called. This is used for executing GPU backend specific draws intermixed with normal Skia GPU
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* draws. The GPU API, which will be used for the draw, as well as the full matrix are passed in
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* as inputs.
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*/
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std::unique_ptr<GpuDrawHandler> snapGpuDrawHandler(GrBackendApi backendApi,
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const SkMatrix& matrix) {
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return this->onSnapGpuDrawHandler(backendApi, matrix);
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}
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SkPicture* newPictureSnapshot();
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/**
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* Return a unique value for this instance. If two calls to this return the same value,
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* it is presumed that calling the draw() method will render the same thing as well.
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*
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* Subclasses that change their state should call notifyDrawingChanged() to ensure that
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* a new value will be returned the next time it is called.
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*/
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uint32_t getGenerationID();
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/**
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* Return the (conservative) bounds of what the drawable will draw. If the drawable can
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* change what it draws (e.g. animation or in response to some external change), then this
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* must return a bounds that is always valid for all possible states.
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*/
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SkRect getBounds();
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/**
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* Calling this invalidates the previous generation ID, and causes a new one to be computed
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* the next time getGenerationID() is called. Typically this is called by the object itself,
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* in response to its internal state changing.
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*/
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void notifyDrawingChanged();
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static SkFlattenable::Type GetFlattenableType() {
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return kSkDrawable_Type;
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}
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SkFlattenable::Type getFlattenableType() const override {
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return kSkDrawable_Type;
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}
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static sk_sp<SkDrawable> Deserialize(const void* data, size_t size,
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const SkDeserialProcs* procs = nullptr) {
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return sk_sp<SkDrawable>(static_cast<SkDrawable*>(
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SkFlattenable::Deserialize(
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kSkDrawable_Type, data, size, procs).release()));
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}
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Factory getFactory() const override { return nullptr; }
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const char* getTypeName() const override { return nullptr; }
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protected:
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SkDrawable();
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virtual SkRect onGetBounds() = 0;
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virtual void onDraw(SkCanvas*) = 0;
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virtual std::unique_ptr<GpuDrawHandler> onSnapGpuDrawHandler(GrBackendApi, const SkMatrix&) {
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return nullptr;
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}
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/**
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* Default implementation calls onDraw() with a canvas that records into a picture. Subclasses
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* may override if they have a more efficient way to return a picture for the current state
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* of their drawable. Note: this picture must draw the same as what would be drawn from
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* onDraw().
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*/
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virtual SkPicture* onNewPictureSnapshot();
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private:
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int32_t fGenerationID;
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};
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#endif
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