skia2/include/gpu/SkGpuDevice.h
epoger@google.com ec3ed6a5eb Automatic update of all copyright notices to reflect new license terms.
I have manually examined all of these diffs and restored a few files that
seem to require manual adjustment.

The following files still need to be modified manually, in a separate CL:

android_sample/SampleApp/AndroidManifest.xml
android_sample/SampleApp/res/layout/layout.xml
android_sample/SampleApp/res/menu/sample.xml
android_sample/SampleApp/res/values/strings.xml
android_sample/SampleApp/src/com/skia/sampleapp/SampleApp.java
android_sample/SampleApp/src/com/skia/sampleapp/SampleView.java
experimental/CiCarbonSampleMain.c
experimental/CocoaDebugger/main.m
experimental/FileReaderApp/main.m
experimental/SimpleCocoaApp/main.m
experimental/iOSSampleApp/Shared/SkAlertPrompt.h
experimental/iOSSampleApp/Shared/SkAlertPrompt.m
experimental/iOSSampleApp/SkiOSSampleApp-Base.xcconfig
experimental/iOSSampleApp/SkiOSSampleApp-Debug.xcconfig
experimental/iOSSampleApp/SkiOSSampleApp-Release.xcconfig
gpu/src/android/GrGLDefaultInterface_android.cpp
gyp/common.gypi
gyp_skia
include/ports/SkHarfBuzzFont.h
include/views/SkOSWindow_wxwidgets.h
make.bat
make.py
src/opts/memset.arm.S
src/opts/memset16_neon.S
src/opts/memset32_neon.S
src/opts/opts_check_arm.cpp
src/ports/SkDebug_brew.cpp
src/ports/SkMemory_brew.cpp
src/ports/SkOSFile_brew.cpp
src/ports/SkXMLParser_empty.cpp
src/utils/ios/SkImageDecoder_iOS.mm
src/utils/ios/SkOSFile_iOS.mm
src/utils/ios/SkStream_NSData.mm
tests/FillPathTest.cpp
Review URL: http://codereview.appspot.com/4816058

git-svn-id: http://skia.googlecode.com/svn/trunk@1982 2bbb7eff-a529-9590-31e7-b0007b416f81
2011-07-28 14:26:00 +00:00

208 lines
7.4 KiB
C++

/*
* Copyright 2010 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkGpuDevice_DEFINED
#define SkGpuDevice_DEFINED
#include "SkGr.h"
#include "SkBitmap.h"
#include "SkDevice.h"
#include "SkRegion.h"
#include "GrContext.h"
struct SkDrawProcs;
struct GrSkDrawProcs;
class GrTextContext;
/**
* Subclass of SkDevice, which directs all drawing to the GrGpu owned by the
* canvas.
*/
class SK_API SkGpuDevice : public SkDevice {
public:
/**
* New device that will create an offscreen renderTarget based on the
* config, width, height.
*
* usage is a special flag that should only be set by SkCanvas
* internally.
*/
SkGpuDevice(GrContext*, SkBitmap::Config,
int width, int height,
SkDevice::Usage usage = SkDevice::kGeneral_Usage);
/**
* New device that will render to the specified renderTarget.
*/
SkGpuDevice(GrContext*, GrRenderTarget*);
/**
* New device that will render to the texture (as a rendertarget).
* The GrTexture's asRenderTarget() must be non-NULL or device will not
* function.
*/
SkGpuDevice(GrContext*, GrTexture*);
/**
* Magic value that can be passed to constructor. Causes
* the device to infer rendertarget from underlying 3D API (e.g. GL or D3D).
* This isn't a valid pointer, don't attempt to dereference.
*/
static GrRenderTarget* Current3DApiRenderTarget();
virtual ~SkGpuDevice();
GrContext* context() const { return fContext; }
/**
* Override from SkGpuDevice, so we can set our FBO to be the render target
* The canvas parameter must be a SkGpuCanvas
*/
virtual void gainFocus(SkCanvas*, const SkMatrix&, const SkRegion&,
const SkClipStack& clipStack);
virtual SkGpuRenderTarget* accessRenderTarget() {
return (SkGpuRenderTarget*)fRenderTarget;
}
// overrides from SkDevice
virtual void clear(SkColor color);
virtual bool readPixels(const SkIRect& srcRect, SkBitmap* bitmap);
virtual void writePixels(const SkBitmap& bitmap, int x, int y);
virtual void setMatrixClip(const SkMatrix& matrix, const SkRegion& clip,
const SkClipStack&);
virtual void drawPaint(const SkDraw&, const SkPaint& paint);
virtual void drawPoints(const SkDraw&, SkCanvas::PointMode mode, size_t count,
const SkPoint[], const SkPaint& paint);
virtual void drawRect(const SkDraw&, const SkRect& r,
const SkPaint& paint);
virtual void drawPath(const SkDraw&, const SkPath& path,
const SkPaint& paint, const SkMatrix* prePathMatrix,
bool pathIsMutable);
virtual void drawBitmap(const SkDraw&, const SkBitmap& bitmap,
const SkIRect* srcRectOrNull,
const SkMatrix& matrix, const SkPaint& paint);
virtual void drawSprite(const SkDraw&, const SkBitmap& bitmap,
int x, int y, const SkPaint& paint);
virtual void drawText(const SkDraw&, const void* text, size_t len,
SkScalar x, SkScalar y, const SkPaint& paint);
virtual void drawPosText(const SkDraw&, const void* text, size_t len,
const SkScalar pos[], SkScalar constY,
int scalarsPerPos, const SkPaint& paint);
virtual void drawTextOnPath(const SkDraw&, const void* text, size_t len,
const SkPath& path, const SkMatrix* matrix,
const SkPaint& paint);
virtual void drawVertices(const SkDraw&, SkCanvas::VertexMode, int vertexCount,
const SkPoint verts[], const SkPoint texs[],
const SkColor colors[], SkXfermode* xmode,
const uint16_t indices[], int indexCount,
const SkPaint& paint);
virtual void drawDevice(const SkDraw&, SkDevice*, int x, int y,
const SkPaint&);
virtual bool filterTextFlags(const SkPaint& paint, TextFlags*);
virtual void flush() { fContext->flush(false); }
/**
* Make's this device's rendertarget current in the underlying 3D API.
* Also implicitly flushes.
*/
virtual void makeRenderTargetCurrent();
protected:
typedef GrContext::TextureCacheEntry TexCache;
enum TexType {
kBitmap_TexType,
kDeviceRenderTarget_TexType,
kSaveLayerDeviceRenderTarget_TexType
};
TexCache lockCachedTexture(const SkBitmap& bitmap,
const GrSamplerState& sampler,
TexType type = kBitmap_TexType);
void unlockCachedTexture(TexCache);
class SkAutoCachedTexture {
public:
SkAutoCachedTexture();
SkAutoCachedTexture(SkGpuDevice* device,
const SkBitmap& bitmap,
const GrSamplerState& sampler,
GrTexture** texture);
~SkAutoCachedTexture();
GrTexture* set(SkGpuDevice*, const SkBitmap&, const GrSamplerState&);
private:
SkGpuDevice* fDevice;
TexCache fTex;
};
friend class SkAutoTexCache;
private:
GrContext* fContext;
GrSkDrawProcs* fDrawProcs;
// state for our offscreen render-target
TexCache fCache;
GrTexture* fTexture;
GrRenderTarget* fRenderTarget;
bool fNeedClear;
bool fNeedPrepareRenderTarget;
// called from rt and tex cons
void initFromRenderTarget(GrContext*, GrRenderTarget*);
// doesn't set the texture/sampler/matrix state
// caller needs to null out GrPaint's texture if
// non-textured drawing is desired.
// Set constantColor to true if a constant color
// will be used. This is an optimization, and can
// always be set to false. constantColor should
// never be true if justAlpha is true.
bool skPaint2GrPaintNoShader(const SkPaint& skPaint,
bool justAlpha,
GrPaint* grPaint,
bool constantColor);
// uses the SkShader to setup paint, act used to
// hold lock on cached texture and free it when
// destroyed.
// If there is no shader, constantColor will
// be passed to skPaint2GrPaintNoShader. Otherwise
// it is ignored.
bool skPaint2GrPaintShader(const SkPaint& skPaint,
SkAutoCachedTexture* act,
const SkMatrix& ctm,
GrPaint* grPaint,
bool constantColor);
// override from SkDevice
virtual SkDevice* onCreateCompatibleDevice(SkBitmap::Config config,
int width, int height,
bool isOpaque,
Usage usage);
SkDrawProcs* initDrawForText(GrTextContext*);
bool bindDeviceAsTexture(GrPaint* paint);
void prepareRenderTarget(const SkDraw&);
void internalDrawBitmap(const SkDraw&, const SkBitmap&,
const SkIRect&, const SkMatrix&, GrPaint* grPaint);
typedef SkDevice INHERITED;
};
#endif