5877ffd5ea
Review URL: http://codereview.appspot.com/4388049/ git-svn-id: http://skia.googlecode.com/svn/trunk@1102 2bbb7eff-a529-9590-31e7-b0007b416f81
59 lines
2.0 KiB
C++
59 lines
2.0 KiB
C++
/*
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Copyright 2010 Google Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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#ifndef SkGpuDeviceFactory_DEFINED
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#define SkGpuDeviceFactory_DEFINED
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#include "SkDevice.h"
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class GrContext;
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class SK_API SkGpuDeviceFactory : public SkDeviceFactory {
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public:
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/**
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* The constructor will ref() the context, passing it to each device
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* that it creates. It will be unref()'d in the destructor
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* Non-layered devices created by the factory will draw to the
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* rootRenderTarget. rootRenderTarget is ref-counted by the factory.
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* SkGpuDevice::Current3DApiRenderTarget() can be passed as a special
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* value that will cause the factory to create a render target object
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* that reflects the state of the underlying 3D API at the time of
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* construction.
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*/
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SkGpuDeviceFactory(GrContext*, GrRenderTarget* rootRenderTarget);
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/**
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* When the root layer is both a GrRenderTarget and a GrTexture it
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* is handy to have the factory hang on to a ref to the GrTexture object.
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* This is because the GrTexture has a ref to the GrRenderTarget but not
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* vice-versa.
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*/
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SkGpuDeviceFactory(GrContext*, GrTexture* rootRenderTargetTexture);
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virtual ~SkGpuDeviceFactory();
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virtual SkDevice* newDevice(SkCanvas*, SkBitmap::Config, int width,
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int height, bool isOpaque, bool isLayer);
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private:
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GrContext* fContext;
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GrRenderTarget* fRootRenderTarget;
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GrTexture* fRootTexture;
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};
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#endif
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