d757df2b1b
git-svn-id: http://skia.googlecode.com/svn/trunk@1328 2bbb7eff-a529-9590-31e7-b0007b416f81
199 lines
7.4 KiB
C++
199 lines
7.4 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 SkGpuDevice_DEFINED
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#define SkGpuDevice_DEFINED
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#include "SkGr.h"
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#include "SkDevice.h"
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#include "SkRegion.h"
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struct SkDrawProcs;
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struct GrSkDrawProcs;
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class GrTextContext;
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/**
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* Subclass of SkDevice, which directs all drawing to the GrGpu owned by the
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* canvas.
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*/
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class SK_API SkGpuDevice : public SkDevice {
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public:
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/**
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* The SkGpuDevice will render to the GrRenderTarget, or if the paremeter is
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* null it will create its own render target and manage that target's
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* lifetime.
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*/
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SkGpuDevice(GrContext*,
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const SkBitmap& bitmap,
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GrRenderTarget* renderTargetOrNull);
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/**
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* Magic value that can be passed to constructor. Causes
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* the device to infer rendertarget from underlying 3D API (e.g. GL or D3D).
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* This isn't a valid pointer, don't attempt to dereference.
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*/
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static GrRenderTarget* Current3DApiRenderTarget();
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virtual ~SkGpuDevice();
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GrContext* context() const { return fContext; }
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/**
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* If this device was built for rendering as a layer (i.e. offscreen),
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* then this will return the platform-specific handle to that GPU resource.
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* For example, in OpenGL, this will return the FBO's texture ID.
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* If this device was not built for rendering as a layer, then 0
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* is returned.
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*/
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intptr_t getLayerTextureHandle() const;
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// call to set the clip to the specified rect
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void scissor(const SkIRect&);
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/**
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* Override from SkGpuDevice, so we can set our FBO to be the render target
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* The canvas parameter must be a SkGpuCanvas
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*/
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virtual void gainFocus(SkCanvas*, const SkMatrix&, const SkRegion&,
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const SkClipStack& clipStack);
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virtual SkGpuTexture* accessTexture() { return (SkGpuTexture*)fTexture; }
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// overrides from SkDevice
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virtual void clear(SkColor color);
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virtual bool readPixels(const SkIRect& srcRect, SkBitmap* bitmap);
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virtual void writePixels(const SkBitmap& bitmap, int x, int y);
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virtual void setMatrixClip(const SkMatrix& matrix, const SkRegion& clip,
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const SkClipStack&);
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virtual void drawPaint(const SkDraw&, const SkPaint& paint);
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virtual void drawPoints(const SkDraw&, SkCanvas::PointMode mode, size_t count,
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const SkPoint[], const SkPaint& paint);
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virtual void drawRect(const SkDraw&, const SkRect& r,
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const SkPaint& paint);
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virtual void drawPath(const SkDraw&, const SkPath& path,
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const SkPaint& paint, const SkMatrix* prePathMatrix,
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bool pathIsMutable);
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virtual void drawBitmap(const SkDraw&, const SkBitmap& bitmap,
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const SkIRect* srcRectOrNull,
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const SkMatrix& matrix, const SkPaint& paint);
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virtual void drawSprite(const SkDraw&, const SkBitmap& bitmap,
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int x, int y, const SkPaint& paint);
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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);
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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);
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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);
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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);
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virtual void drawDevice(const SkDraw&, SkDevice*, int x, int y,
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const SkPaint&);
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virtual bool filterTextFlags(const SkPaint& paint, TextFlags*);
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virtual void flush() { fContext->flush(false); }
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/**
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* Make's this device's rendertarget current in the underlying 3D API.
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* Also implicitly flushes.
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*/
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virtual void makeRenderTargetCurrent();
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protected:
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// override
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virtual SkDeviceFactory* onNewDeviceFactory();
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class TexCache;
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TexCache* lockCachedTexture(const SkBitmap& bitmap,
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const GrSamplerState& sampler,
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GrTexture** texture,
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bool forDeviceRenderTarget = false);
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void unlockCachedTexture(TexCache*);
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class SkAutoCachedTexture {
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public:
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SkAutoCachedTexture();
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SkAutoCachedTexture(SkGpuDevice* device,
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const SkBitmap& bitmap,
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const GrSamplerState& sampler,
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GrTexture** texture);
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~SkAutoCachedTexture();
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GrTexture* set(SkGpuDevice*, const SkBitmap&, const GrSamplerState&);
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private:
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SkGpuDevice* fDevice;
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TexCache* fTex;
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};
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friend class SkAutoTexCache;
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private:
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GrContext* fContext;
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GrSkDrawProcs* fDrawProcs;
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// state for our offscreen render-target
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TexCache* fCache;
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GrTexture* fTexture;
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GrRenderTarget* fRenderTarget;
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bool fNeedClear;
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bool fNeedPrepareRenderTarget;
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// doesn't set the texture/sampler/matrix state
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// caller needs to null out GrPaint's texture if
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// non-textured drawing is desired.
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// Set constantColor to true if a constant color
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// will be used. This is an optimization, and can
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// always be set to false. constantColor should
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// never be true if justAlpha is true.
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bool skPaint2GrPaintNoShader(const SkPaint& skPaint,
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bool justAlpha,
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GrPaint* grPaint,
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bool constantColor);
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// uses the SkShader to setup paint, act used to
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// hold lock on cached texture and free it when
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// destroyed.
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// If there is no shader, constantColor will
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// be passed to skPaint2GrPaintNoShader. Otherwise
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// it is ignored.
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bool skPaint2GrPaintShader(const SkPaint& skPaint,
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SkAutoCachedTexture* act,
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const SkMatrix& ctm,
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GrPaint* grPaint,
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bool constantColor);
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SkDrawProcs* initDrawForText(GrTextContext*);
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bool bindDeviceAsTexture(GrPaint* paint);
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void prepareRenderTarget(const SkDraw&);
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void internalDrawBitmap(const SkDraw&, const SkBitmap&,
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const SkIRect&, const SkMatrix&, GrPaint* grPaint);
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typedef SkDevice INHERITED;
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};
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#endif
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