89443aba5b
BUG=skia: R=robertphillips@google.com Author: reed@google.com Review URL: https://codereview.chromium.org/354133002
409 lines
15 KiB
C++
409 lines
15 KiB
C++
/*
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* Copyright 2010 The Android Open Source Project
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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 SkDevice_DEFINED
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#define SkDevice_DEFINED
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#include "SkRefCnt.h"
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#include "SkBitmap.h"
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#include "SkCanvas.h"
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#include "SkColor.h"
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#include "SkDeviceProperties.h"
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#include "SkImageFilter.h"
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class SkClipStack;
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class SkDraw;
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struct SkIRect;
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class SkMatrix;
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class SkMetaData;
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class SkRegion;
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class GrRenderTarget;
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class SK_API SkBaseDevice : public SkRefCnt {
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public:
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SK_DECLARE_INST_COUNT(SkBaseDevice)
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/**
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* Construct a new device.
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*/
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SkBaseDevice();
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/**
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* Construct a new device.
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*/
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SkBaseDevice(const SkDeviceProperties& deviceProperties);
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virtual ~SkBaseDevice();
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SkBaseDevice* createCompatibleDevice(const SkImageInfo&);
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SkMetaData& getMetaData();
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/** Return the image properties of the device. */
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virtual const SkDeviceProperties& getDeviceProperties() const {
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//Currently, all the properties are leaky.
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return fLeakyProperties;
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}
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/**
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* Return ImageInfo for this device. If the canvas is not backed by pixels
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* (cpu or gpu), then the info's ColorType will be kUnknown_SkColorType.
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*/
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virtual SkImageInfo imageInfo() const;
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/**
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* Return the bounds of the device in the coordinate space of the root
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* canvas. The root device will have its top-left at 0,0, but other devices
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* such as those associated with saveLayer may have a non-zero origin.
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*/
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void getGlobalBounds(SkIRect* bounds) const {
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SkASSERT(bounds);
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const SkIPoint& origin = this->getOrigin();
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bounds->setXYWH(origin.x(), origin.y(), this->width(), this->height());
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}
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#ifdef SK_SUPPORT_LEGACY_DEVICE_VIRTUAL_ISOPAQUE
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virtual int width() const {
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return this->imageInfo().width();
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}
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virtual int height() const {
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return this->imageInfo().height();
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}
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virtual bool isOpaque() const {
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return this->imageInfo().isOpaque();
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}
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#else
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int width() const {
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return this->imageInfo().width();
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}
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int height() const {
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return this->imageInfo().height();
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}
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bool isOpaque() const {
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return this->imageInfo().isOpaque();
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}
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#endif
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/** Return the bitmap associated with this device. Call this each time you need
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to access the bitmap, as it notifies the subclass to perform any flushing
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etc. before you examine the pixels.
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@param changePixels set to true if the caller plans to change the pixels
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@return the device's bitmap
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*/
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const SkBitmap& accessBitmap(bool changePixels);
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bool writePixels(const SkImageInfo&, const void*, size_t rowBytes, int x, int y);
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void* accessPixels(SkImageInfo* info, size_t* rowBytes);
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/**
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* Return the device's associated gpu render target, or NULL.
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*/
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virtual GrRenderTarget* accessRenderTarget() { return NULL; }
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/**
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* Return the device's origin: its offset in device coordinates from
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* the default origin in its canvas' matrix/clip
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*/
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const SkIPoint& getOrigin() const { return fOrigin; }
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/**
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* onAttachToCanvas is invoked whenever a device is installed in a canvas
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* (i.e., setDevice, saveLayer (for the new device created by the save),
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* and SkCanvas' SkBaseDevice & SkBitmap -taking ctors). It allows the
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* devices to prepare for drawing (e.g., locking their pixels, etc.)
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*/
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virtual void onAttachToCanvas(SkCanvas*) {
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SkASSERT(!fAttachedToCanvas);
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this->lockPixels();
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#ifdef SK_DEBUG
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fAttachedToCanvas = true;
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#endif
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};
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/**
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* onDetachFromCanvas notifies a device that it will no longer be drawn to.
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* It gives the device a chance to clean up (e.g., unlock its pixels). It
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* is invoked from setDevice (for the displaced device), restore and
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* possibly from SkCanvas' dtor.
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*/
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virtual void onDetachFromCanvas() {
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SkASSERT(fAttachedToCanvas);
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this->unlockPixels();
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#ifdef SK_DEBUG
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fAttachedToCanvas = false;
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#endif
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};
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protected:
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enum Usage {
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kGeneral_Usage,
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kSaveLayer_Usage // <! internal use only
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};
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struct TextFlags {
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uint32_t fFlags; // SkPaint::getFlags()
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SkPaint::Hinting fHinting;
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};
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/**
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* Device may filter the text flags for drawing text here. If it wants to
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* make a change to the specified values, it should write them into the
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* textflags parameter (output) and return true. If the paint is fine as
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* is, then ignore the textflags parameter and return false.
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*/
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virtual bool filterTextFlags(const SkPaint& paint, TextFlags*) { return false; }
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/**
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*
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* DEPRECATED: This will be removed in a future change. Device subclasses
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* should use the matrix and clip from the SkDraw passed to draw functions.
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*
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* Called with the correct matrix and clip before this device is drawn
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* to using those settings. If your subclass overrides this, be sure to
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* call through to the base class as well.
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*
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* The clipstack is another view of the clip. It records the actual
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* geometry that went into building the region. It is present for devices
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* that want to parse it, but is not required: the region is a complete
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* picture of the current clip. (i.e. if you regionize all of the geometry
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* in the clipstack, you will arrive at an equivalent region to the one
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* passed in).
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*/
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virtual void setMatrixClip(const SkMatrix&, const SkRegion&,
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const SkClipStack&) {};
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/** Clears the entire device to the specified color (including alpha).
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* Ignores the clip.
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*/
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virtual void clear(SkColor color) = 0;
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SK_ATTR_DEPRECATED("use clear() instead")
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void eraseColor(SkColor eraseColor) { this->clear(eraseColor); }
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/** These are called inside the per-device-layer loop for each draw call.
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When these are called, we have already applied any saveLayer operations,
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and are handling any looping from the paint, and any effects from the
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DrawFilter.
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*/
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virtual void drawPaint(const SkDraw&, const SkPaint& paint) = 0;
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virtual void drawPoints(const SkDraw&, SkCanvas::PointMode mode, size_t count,
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const SkPoint[], const SkPaint& paint) = 0;
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virtual void drawRect(const SkDraw&, const SkRect& r,
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const SkPaint& paint) = 0;
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virtual void drawOval(const SkDraw&, const SkRect& oval,
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const SkPaint& paint) = 0;
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virtual void drawRRect(const SkDraw&, const SkRRect& rr,
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const SkPaint& paint) = 0;
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// Default impl calls drawPath()
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virtual void drawDRRect(const SkDraw&, const SkRRect& outer,
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const SkRRect& inner, const SkPaint&);
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/**
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* If pathIsMutable, then the implementation is allowed to cast path to a
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* non-const pointer and modify it in place (as an optimization). Canvas
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* may do this to implement helpers such as drawOval, by placing a temp
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* path on the stack to hold the representation of the oval.
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*
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* If prePathMatrix is not null, it should logically be applied before any
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* stroking or other effects. If there are no effects on the paint that
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* affect the geometry/rasterization, then the pre matrix can just be
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* pre-concated with the current matrix.
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*/
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virtual void drawPath(const SkDraw&, const SkPath& path,
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const SkPaint& paint,
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const SkMatrix* prePathMatrix = NULL,
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bool pathIsMutable = false) = 0;
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virtual void drawBitmap(const SkDraw&, const SkBitmap& bitmap,
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const SkMatrix& matrix, const SkPaint& paint) = 0;
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virtual void drawSprite(const SkDraw&, const SkBitmap& bitmap,
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int x, int y, const SkPaint& paint) = 0;
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/**
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* The default impl. will create a bitmap-shader from the bitmap,
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* and call drawRect with it.
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*/
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virtual void drawBitmapRect(const SkDraw&, const SkBitmap&,
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const SkRect* srcOrNull, const SkRect& dst,
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const SkPaint& paint,
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SkCanvas::DrawBitmapRectFlags flags) = 0;
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/**
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* Does not handle text decoration.
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* Decorations (underline and stike-thru) will be handled by SkCanvas.
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*/
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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) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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/** The SkDevice passed will be an SkDevice which was returned by a call to
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onCreateDevice on this device with kSaveLayer_Usage.
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*/
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virtual void drawDevice(const SkDraw&, SkBaseDevice*, int x, int y,
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const SkPaint&) = 0;
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bool readPixels(const SkImageInfo&, void* dst, size_t rowBytes, int x, int y);
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///////////////////////////////////////////////////////////////////////////
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/** Update as needed the pixel value in the bitmap, so that the caller can
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access the pixels directly.
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@return The device contents as a bitmap
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*/
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virtual const SkBitmap& onAccessBitmap() = 0;
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/** Called when this device is installed into a Canvas. Balanced by a call
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to unlockPixels() when the device is removed from a Canvas.
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*/
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virtual void lockPixels() {}
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virtual void unlockPixels() {}
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/**
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* Returns true if the device allows processing of this imagefilter. If
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* false is returned, then the filter is ignored. This may happen for
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* some subclasses that do not support pixel manipulations after drawing
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* has occurred (e.g. printing). The default implementation returns true.
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*/
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virtual bool allowImageFilter(const SkImageFilter*) { return true; }
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/**
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* Override and return true for filters that the device can handle
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* intrinsically. Doing so means that SkCanvas will pass-through this
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* filter to drawSprite and drawDevice (and potentially filterImage).
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* Returning false means the SkCanvas will have apply the filter itself,
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* and just pass the resulting image to the device.
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*/
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virtual bool canHandleImageFilter(const SkImageFilter*) { return false; }
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/**
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* Related (but not required) to canHandleImageFilter, this method returns
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* true if the device could apply the filter to the src bitmap and return
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* the result (and updates offset as needed).
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* If the device does not recognize or support this filter,
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* it just returns false and leaves result and offset unchanged.
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*/
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virtual bool filterImage(const SkImageFilter*, const SkBitmap&,
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const SkImageFilter::Context& ctx,
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SkBitmap* result, SkIPoint* offset) {
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return false;
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}
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protected:
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// default impl returns NULL
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virtual SkSurface* newSurface(const SkImageInfo&);
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// default impl returns NULL
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virtual const void* peekPixels(SkImageInfo*, size_t* rowBytes);
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/**
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* The caller is responsible for "pre-clipping" the dst. The impl can assume that the dst
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* image at the specified x,y offset will fit within the device's bounds.
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*
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* This is explicitly asserted in readPixels(), the public way to call this.
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*/
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virtual bool onReadPixels(const SkImageInfo&, void*, size_t, int x, int y);
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/**
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* The caller is responsible for "pre-clipping" the src. The impl can assume that the src
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* image at the specified x,y offset will fit within the device's bounds.
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*
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* This is explicitly asserted in writePixelsDirect(), the public way to call this.
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*/
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virtual bool onWritePixels(const SkImageInfo&, const void*, size_t, int x, int y);
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/**
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* Default impl returns NULL.
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*/
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virtual void* onAccessPixels(SkImageInfo* info, size_t* rowBytes);
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/**
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* Leaky properties are those which the device should be applying but it isn't.
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* These properties will be applied by the draw, when and as it can.
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* If the device does handle a property, that property should be set to the identity value
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* for that property, effectively making it non-leaky.
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*/
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SkDeviceProperties fLeakyProperties;
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/**
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* PRIVATE / EXPERIMENTAL -- do not call
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* Construct an acceleration object and attach it to 'picture'
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*/
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virtual void EXPERIMENTAL_optimize(const SkPicture* picture);
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/**
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* PRIVATE / EXPERIMENTAL -- do not call
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* Purge all discardable optimization information for 'picture'. If
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* picture is NULL then purge discardable information for all pictures.
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*/
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virtual void EXPERIMENTAL_purge(const SkPicture* picture);
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/**
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* PRIVATE / EXPERIMENTAL -- do not call
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* This entry point gives the backend an opportunity to take over the rendering
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* of 'picture'. If optimization data is available (due to an earlier
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* 'optimize' call) this entry point should make use of it and return true
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* if all rendering has been done. If false is returned, SkCanvas will
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* perform its own rendering pass. It is acceptable for the backend
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* to perform some device-specific warm up tasks and then let SkCanvas
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* perform the main rendering loop (by return false from here).
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*/
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virtual bool EXPERIMENTAL_drawPicture(SkCanvas* canvas, const SkPicture* picture);
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private:
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friend class SkCanvas;
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friend struct DeviceCM; //for setMatrixClip
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friend class SkDraw;
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friend class SkDrawIter;
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friend class SkDeviceFilteredPaint;
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friend class SkDeviceImageFilterProxy;
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friend class SkDeferredDevice; // for newSurface
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friend class SkSurface_Raster;
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// used to change the backend's pixels (and possibly config/rowbytes)
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// but cannot change the width/height, so there should be no change to
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// any clip information.
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// TODO: move to SkBitmapDevice
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virtual void replaceBitmapBackendForRasterSurface(const SkBitmap&) {}
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// just called by SkCanvas when built as a layer
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void setOrigin(int x, int y) { fOrigin.set(x, y); }
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// just called by SkCanvas for saveLayer
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SkBaseDevice* createCompatibleDeviceForSaveLayer(const SkImageInfo&);
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virtual SkBaseDevice* onCreateDevice(const SkImageInfo&, Usage) {
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return NULL;
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}
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/** Causes any deferred drawing to the device to be completed.
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*/
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virtual void flush() {}
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SkIPoint fOrigin;
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SkMetaData* fMetaData;
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#ifdef SK_DEBUG
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bool fAttachedToCanvas;
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#endif
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typedef SkRefCnt INHERITED;
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};
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#endif
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