skia2/include/core/SkSurface.h
Brian Salomon f43d0001e4 Revert "Revert "Revert "Revert "Remove GrBackendRenderTargetDesc in favor of GrBackendRenderTarget.""""
This reverts commit 6df4d6be0d.

Reason for revert: Google3 fix landed

Original change's description:
> Revert "Revert "Revert "Remove GrBackendRenderTargetDesc in favor of GrBackendRenderTarget."""
> 
> This reverts commit 71554bc256.
> 
> Reason for revert: Google3
> 
> Original change's description:
> > Revert "Revert "Remove GrBackendRenderTargetDesc in favor of GrBackendRenderTarget.""
> > 
> > This reverts commit 807371c15b.
> > 
> > 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>
2017-08-31 20:04:12 +00:00

374 lines
16 KiB
C++

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