f43d0001e4
This reverts commit6df4d6be0d
. Reason for revert: Google3 fix landed Original change's description: > Revert "Revert "Revert "Remove GrBackendRenderTargetDesc in favor of GrBackendRenderTarget.""" > > This reverts commit71554bc256
. > > Reason for revert: Google3 > > Original change's description: > > Revert "Revert "Remove GrBackendRenderTargetDesc in favor of GrBackendRenderTarget."" > > > > This reverts commit807371c15b
. > > > > Docs-Preview: https://skia.org/?cl=40260 > > Change-Id: I28e0434c455155ff39a5aaa4141abdf442474e87 > > Reviewed-on: https://skia-review.googlesource.com/40260 > > Reviewed-by: Greg Daniel <egdaniel@google.com> > > Commit-Queue: Brian Salomon <bsalomon@google.com> > > TBR=egdaniel@google.com,bsalomon@google.com > > Change-Id: Ifdfa896a70db69935473276d12dce54de5c6b6f7 > No-Presubmit: true > No-Tree-Checks: true > No-Try: true > Reviewed-on: https://skia-review.googlesource.com/41500 > Reviewed-by: Brian Salomon <bsalomon@google.com> > Commit-Queue: Brian Salomon <bsalomon@google.com> TBR=egdaniel@google.com,bsalomon@google.com Change-Id: I827419bb19972c3644929a8c984bb9534baab0ba No-Presubmit: true No-Tree-Checks: true No-Try: true Reviewed-on: https://skia-review.googlesource.com/41700 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
374 lines
16 KiB
C++
374 lines
16 KiB
C++
/*
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* Copyright 2012 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 SkSurface_DEFINED
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#define SkSurface_DEFINED
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#include "SkRefCnt.h"
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#include "SkImage.h"
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#include "SkSurfaceProps.h"
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#include "GrTypes.h"
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class SkCanvas;
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class SkDeferredDisplayList;
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class SkPaint;
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class SkSurfaceCharacterization;
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class GrBackendRenderTarget;
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class GrBackendSemaphore;
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class GrContext;
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class GrRenderTarget;
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/**
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* SkSurface is responsible for managing the pixels that a canvas draws into. The pixels can be
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* allocated either in CPU memory (a Raster surface) or on the GPU (a RenderTarget surface).
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*
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* SkSurface takes care of allocating a SkCanvas that will draw into the surface. Call
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* surface->getCanvas() to use that canvas (but don't delete it, it is owned by the surface).
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*
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* SkSurface always has non-zero dimensions. If there is a request for a new surface, and either
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* of the requested dimensions are zero, then NULL will be returned.
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*/
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class SK_API SkSurface : public SkRefCnt {
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public:
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/**
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* Create a new surface, using the specified pixels/rowbytes as its
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* backend.
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*
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* If the requested surface cannot be created, or the request is not a
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* supported configuration, NULL will be returned.
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*
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* Callers are responsible for initialiazing the surface pixels.
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*/
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static sk_sp<SkSurface> MakeRasterDirect(const SkImageInfo&, void* pixels, size_t rowBytes,
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const SkSurfaceProps* = nullptr);
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/**
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* The same as NewRasterDirect, but also accepts a call-back routine, which is invoked
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* when the surface is deleted, and is passed the pixel memory and the specified context.
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*/
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static sk_sp<SkSurface> MakeRasterDirectReleaseProc(const SkImageInfo&, void* pixels, size_t rowBytes,
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void (*releaseProc)(void* pixels, void* context),
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void* context, const SkSurfaceProps* = nullptr);
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/**
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* Return a new surface, with the memory for the pixels automatically allocated and
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* zero-initialized, but respecting the specified rowBytes. If rowBytes==0, then a default
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* value will be chosen. If a non-zero rowBytes is specified, then any images snapped off of
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* this surface (via makeImageSnapshot()) are guaranteed to have the same rowBytes.
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*
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* If the requested surface cannot be created, or the request is not a
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* supported configuration, NULL will be returned.
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*/
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static sk_sp<SkSurface> MakeRaster(const SkImageInfo&, size_t rowBytes, const SkSurfaceProps*);
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/**
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* Allocate a new surface, automatically computing the rowBytes.
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*/
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static sk_sp<SkSurface> MakeRaster(const SkImageInfo& info,
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const SkSurfaceProps* props = nullptr) {
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return MakeRaster(info, 0, props);
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}
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/**
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* Helper version of NewRaster. It creates a SkImageInfo with the
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* specified width and height, and populates the rest of info to match
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* pixels in SkPMColor format.
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*/
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static sk_sp<SkSurface> MakeRasterN32Premul(int width, int height,
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const SkSurfaceProps* props = nullptr) {
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return MakeRaster(SkImageInfo::MakeN32Premul(width, height), props);
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}
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/**
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* Used to wrap a pre-existing backend 3D API texture as a SkSurface. Skia will not assume
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* ownership of the texture and the client must ensure the texture is valid for the lifetime
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* of the SkSurface. If sampleCnt > 0, then we will create an intermediate mssa surface which
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* we will use for rendering. We then resolve into the passed in texture.
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*/
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static sk_sp<SkSurface> MakeFromBackendTexture(GrContext*, const GrBackendTexture&,
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GrSurfaceOrigin origin, int sampleCnt,
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sk_sp<SkColorSpace>, const SkSurfaceProps*);
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static sk_sp<SkSurface> MakeFromBackendRenderTarget(GrContext*,
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const GrBackendRenderTarget&,
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GrSurfaceOrigin origin,
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sk_sp<SkColorSpace>,
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const SkSurfaceProps*);
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/**
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* Used to wrap a pre-existing 3D API texture as a SkSurface. Skia will treat the texture as
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* a rendering target only, but unlike NewFromBackendRenderTarget, Skia will manage and own
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* the associated render target objects (but not the provided texture). Skia will not assume
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* ownership of the texture and the client must ensure the texture is valid for the lifetime
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* of the SkSurface.
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*/
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static sk_sp<SkSurface> MakeFromBackendTextureAsRenderTarget(GrContext*,
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const GrBackendTexture&,
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GrSurfaceOrigin origin,
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int sampleCnt,
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sk_sp<SkColorSpace>,
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const SkSurfaceProps*);
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/**
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* Return a new surface whose contents will be drawn to an offscreen
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* render target, allocated by the surface.
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*/
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static sk_sp<SkSurface> MakeRenderTarget(GrContext*, SkBudgeted, const SkImageInfo&,
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int sampleCount, GrSurfaceOrigin,
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const SkSurfaceProps*);
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static sk_sp<SkSurface> MakeRenderTarget(GrContext* context, SkBudgeted budgeted,
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const SkImageInfo& info, int sampleCount,
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const SkSurfaceProps* props) {
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return MakeRenderTarget(context, budgeted, info, sampleCount,
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kBottomLeft_GrSurfaceOrigin, props);
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}
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static sk_sp<SkSurface> MakeRenderTarget(GrContext* gr, SkBudgeted b, const SkImageInfo& info) {
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if (!info.width() || !info.height()) {
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return nullptr;
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}
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return MakeRenderTarget(gr, b, info, 0, kBottomLeft_GrSurfaceOrigin, nullptr);
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}
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/**
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* Returns a surface that stores no pixels. It can be drawn to via its canvas, but that
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* canvas does not draw anything. Calling makeImageSnapshot() will return nullptr.
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*/
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static sk_sp<SkSurface> MakeNull(int width, int height);
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int width() const { return fWidth; }
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int height() const { return fHeight; }
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/**
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* Returns a unique non-zero, unique value identifying the content of this
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* surface. Each time the content is changed changed, either by drawing
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* into this surface, or explicitly calling notifyContentChanged()) this
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* method will return a new value.
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*
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* If this surface is empty (i.e. has a zero-dimention), this will return
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* 0.
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*/
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uint32_t generationID();
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/**
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* Modes that can be passed to notifyContentWillChange
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*/
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enum ContentChangeMode {
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/**
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* Use this mode if it is known that the upcoming content changes will
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* clear or overwrite prior contents, thus making them discardable.
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*/
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kDiscard_ContentChangeMode,
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/**
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* Use this mode if prior surface contents need to be preserved or
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* if in doubt.
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*/
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kRetain_ContentChangeMode,
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};
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/**
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* Call this if the contents are about to change. This will (lazily) force a new
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* value to be returned from generationID() when it is called next.
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*
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* CAN WE DEPRECATE THIS?
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*/
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void notifyContentWillChange(ContentChangeMode mode);
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enum BackendHandleAccess {
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kFlushRead_BackendHandleAccess, //!< caller may read from the backend object
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kFlushWrite_BackendHandleAccess, //!< caller may write to the backend object
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kDiscardWrite_BackendHandleAccess, //!< caller must over-write the entire backend object
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};
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/*
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* These are legacy aliases which will be removed soon
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*/
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static const BackendHandleAccess kFlushRead_TextureHandleAccess =
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kFlushRead_BackendHandleAccess;
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static const BackendHandleAccess kFlushWrite_TextureHandleAccess =
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kFlushWrite_BackendHandleAccess;
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static const BackendHandleAccess kDiscardWrite_TextureHandleAccess =
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kDiscardWrite_BackendHandleAccess;
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/**
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* Retrieves the backend API handle of the texture used by this surface, or 0 if the surface
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* is not backed by a GPU texture.
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*
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* The returned texture-handle is only valid until the next draw-call into the surface,
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* or the surface is deleted.
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*/
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GrBackendObject getTextureHandle(BackendHandleAccess);
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/**
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* Retrieves the backend API handle of the RenderTarget backing this surface. Callers must
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* ensure this function returns 'true' or else the GrBackendObject will be invalid
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*
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* In OpenGL this will return the FramebufferObject ID.
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*/
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bool getRenderTargetHandle(GrBackendObject*, BackendHandleAccess);
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/**
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* Return a canvas that will draw into this surface. This will always
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* return the same canvas for a given surface, and is manged/owned by the
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* surface. It should not be used when its parent surface has gone out of
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* scope.
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*/
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SkCanvas* getCanvas();
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/**
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* Return a new surface that is "compatible" with this one, in that it will
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* efficiently be able to be drawn into this surface. Typical calling
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* pattern:
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*
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* SkSurface* A = SkSurface::New...();
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* SkCanvas* canvasA = surfaceA->newCanvas();
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* ...
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* SkSurface* surfaceB = surfaceA->newSurface(...);
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* SkCanvas* canvasB = surfaceB->newCanvas();
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* ... // draw using canvasB
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* canvasA->drawSurface(surfaceB); // <--- this will always be optimal!
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*/
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sk_sp<SkSurface> makeSurface(const SkImageInfo&);
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/**
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* Returns an image of the current state of the surface pixels up to this
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* point. Subsequent changes to the surface (by drawing into its canvas)
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* will not be reflected in this image. For the GPU-backend, the budgeting
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* decision for the snapped image will match that of the surface.
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*/
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sk_sp<SkImage> makeImageSnapshot();
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/**
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* Though the caller could get a snapshot image explicitly, and draw that,
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* it seems that directly drawing a surface into another canvas might be
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* a common pattern, and that we could possibly be more efficient, since
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* we'd know that the "snapshot" need only live until we've handed it off
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* to the canvas.
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*/
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void draw(SkCanvas*, SkScalar x, SkScalar y, const SkPaint*);
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/**
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* If the surface has direct access to its pixels (i.e. they are in local
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* RAM) return true, and if not null, set the pixmap parameter to point to the information
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* about the surface's pixels. The pixel address in the pixmap is only valid while
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* the surface object is in scope, and no API call is made on the surface
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* or its canvas.
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*
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* On failure, returns false and the pixmap parameter is ignored.
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*/
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bool peekPixels(SkPixmap*);
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/**
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* Copy the pixels from the surface into the specified pixmap,
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* converting them into the pixmap's format. The surface pixels are read
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* starting at the specified (srcX,srcY) location.
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*
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* The pixmap and (srcX,srcY) offset specifies a source rectangle
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*
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* srcR.setXYWH(srcX, srcY, pixmap.width(), pixmap.height());
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*
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* srcR is intersected with the bounds of the base-layer. If this intersection is not empty,
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* then we have two sets of pixels (of equal size). Replace the dst pixels with the
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* corresponding src pixels, performing any colortype/alphatype transformations needed
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* (in the case where the src and dst have different colortypes or alphatypes).
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*
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* This call can fail, returning false, for several reasons:
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* - If srcR does not intersect the surface bounds.
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* - If the requested colortype/alphatype cannot be converted from the surface's types.
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*/
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bool readPixels(const SkPixmap& dst, int srcX, int srcY);
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bool readPixels(const SkImageInfo& dstInfo, void* dstPixels, size_t dstRowBytes,
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int srcX, int srcY);
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bool readPixels(const SkBitmap& dst, int srcX, int srcY);
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const SkSurfaceProps& props() const { return fProps; }
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/**
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* Issue any pending surface IO to the current backend 3D API and resolve any surface MSAA.
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*
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* The flush calls below are the new preferred way to flush calls to a surface, and this call
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* will eventually be removed.
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*/
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void prepareForExternalIO();
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/**
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* Issue any pending surface IO to the current backend 3D API
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*/
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void flush();
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/**
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* Issue any pending surface IO to the current backend 3D API. After issuing all commands,
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* numSemaphore semaphores will be signaled by the gpu. The client passes in an array of
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* numSemaphores GrBackendSemaphores. In general these GrBackendSemaphore's can be either
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* initialized or not. If they are initialized, the backend uses the passed in semaphore.
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* If it is not initialized, a new semaphore is created and the GrBackendSemaphore object
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* is initialized with that semaphore.
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*
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* The client will own and be responsible for deleting the underlying semaphores that are stored
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* and returned in initialized GrBackendSemaphore objects. The GrBackendSemaphore objects
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* themselves can be deleted as soon as this function returns.
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*
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* If the backend API is OpenGL only uninitialized GrBackendSemaphores are supported.
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* If the backend API is Vulkan either initialized or unitialized semaphores are supported.
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* If unitialized, the semaphores which are created will be valid for use only with the VkDevice
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* with which they were created.
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*
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* If this call returns GrSemaphoresSubmited::kNo, the GPU backend will not have created or
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* added any semaphores to signal on the GPU. Thus the client should not have the GPU wait on
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* any of the semaphores. However, any pending surface IO will still be flushed.
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*/
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GrSemaphoresSubmitted flushAndSignalSemaphores(int numSemaphores,
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GrBackendSemaphore signalSemaphores[]);
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/**
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* Inserts a list of GPU semaphores that the current backend 3D API must wait on before
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* executing any more commands on the GPU for this surface. Skia will take ownership of the
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* underlying semaphores and delete them once they have been signaled and waited on.
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*
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* If this call returns false, then the GPU backend will not wait on any passed in semaphores,
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* and the client will still own the semaphores.
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*/
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bool wait(int numSemaphores, const GrBackendSemaphore* waitSemaphores);
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/**
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* This creates a characterization of this SkSurface's properties that can
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* be used to perform gpu-backend preprocessing in a separate thread (via
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* the SkDeferredDisplayListRecorder).
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* It will return false on failure (e.g., if the SkSurface is cpu-backed).
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*/
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bool characterize(SkSurfaceCharacterization* characterization) const;
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/**
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* Draw a deferred display list (created via SkDeferredDisplayListRecorder).
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* The draw will be skipped if the characterization stored in the display list
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* isn't compatible with this surface.
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*/
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void draw(SkDeferredDisplayList* deferredDisplayList);
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protected:
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SkSurface(int width, int height, const SkSurfaceProps*);
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SkSurface(const SkImageInfo&, const SkSurfaceProps*);
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// called by subclass if their contents have changed
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void dirtyGenerationID() {
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fGenerationID = 0;
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}
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private:
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const SkSurfaceProps fProps;
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const int fWidth;
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const int fHeight;
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uint32_t fGenerationID;
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typedef SkRefCnt INHERITED;
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};
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#endif
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