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-rw-r--r--include/gpu/SkGpuDevice.h176
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diff --git a/include/gpu/SkGpuDevice.h b/include/gpu/SkGpuDevice.h
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+/*
+ Copyright 2010 Google Inc.
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+ */
+
+
+#ifndef SkGpuDevice_DEFINED
+#define SkGpuDevice_DEFINED
+
+#include "SkGr.h"
+#include "SkDevice.h"
+#include "SkRegion.h"
+
+struct SkDrawProcs;
+class SkGpuCanvas;
+struct GrSkDrawProcs;
+class GrTextContext;
+
+/**
+ * Subclass of SkDevice, which directs all drawing to the GrGpu owned by the
+ * canvas.
+ */
+class SkGpuDevice : public SkDevice {
+public:
+ SkGpuDevice(SkGpuCanvas*, const SkBitmap& bitmap, bool isLayer);
+ virtual ~SkGpuDevice();
+
+ GrContext* context() const { return fContext; }
+
+ /**
+ * If this device was built for rendering as a layer (i.e. offscreen),
+ * then this will return the platform-specific handle to that GPU resource.
+ * For example, in OpenGL, this will return the FBO's texture ID.
+ * If this device was not built for rendering as a layer, then 0
+ * is returned.
+ */
+ intptr_t getLayerTextureHandle() const;
+
+ /**
+ * Attaches the device to a rendering surface. This device will then render
+ * to the surface.
+ * For example, in OpenGL, the device will interpret handle as an FBO ID
+ * and drawing to the device would direct GL to the FBO.
+ */
+ void bindDeviceToTargetHandle(intptr_t handle);
+
+ // call to set the clip to the specified rect
+ void scissor(const SkIRect&);
+
+ /**
+ * 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&);
+
+ virtual SkGpuTexture* accessTexture() { return (SkGpuTexture*)fTexture; }
+
+ // overrides from SkDevice
+
+ 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);
+
+ 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 void flush() { fContext->flush(false); }
+
+ /**
+ * Make's this device's rendertarget current in the underlying 3D API.
+ * Also implicitly flushes.
+ */
+ virtual void makeRenderTargetCurrent();
+
+protected:
+ class TexCache;
+ TexCache* lockCachedTexture(const SkBitmap& bitmap,
+ const GrSamplerState& sampler,
+ GrTexture** texture,
+ bool forDeviceRenderTarget = false);
+ 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;
+
+ SkDrawProcs* initDrawForText(const SkPaint&, GrTextContext*);
+ bool bindDeviceAsTexture(SkPoint* max);
+
+ void prepareRenderTarget(const SkDraw&);
+ void internalDrawBitmap(const SkDraw&, const SkBitmap&,
+ const SkIRect&, const SkMatrix&, const SkPaint&);
+
+ class AutoPaintShader {
+ public:
+ AutoPaintShader();
+ AutoPaintShader(SkGpuDevice*, const SkPaint& paint, const SkMatrix&);
+
+ void init(SkGpuDevice*, const SkPaint& paint, const SkMatrix&);
+
+ bool failed() const { return !fSuccess; }
+ bool useTex() const { return fTexture != 0; }
+ private:
+ GrTexture* fTexture;
+ SkAutoCachedTexture fCachedTexture;
+ bool fSuccess;
+ };
+ friend class AutoPaintShader;
+
+ typedef SkDevice INHERITED;
+};
+
+#endif
+