#ifndef DMGpuSupport_DEFINED #define DMGpuSupport_DEFINED // Provides Ganesh to DM, // or if it's not available, fakes it enough so most code doesn't have to know that. #include "SkSurface.h" #if SK_SUPPORT_GPU // Ganesh is available. Yippee! # include "GrContext.h" # include "GrContextFactory.h" namespace DM { static const bool kGPUDisabled = false; static inline SkSurface* NewGpuSurface(GrContextFactory* grFactory, GrContextFactory::GLContextType type, GrGLStandard gpuAPI, SkImageInfo info, int samples) { return SkSurface::NewRenderTarget(grFactory->get(type, gpuAPI), info, samples, NULL); } } // namespace DM #else// !SK_SUPPORT_GPU // Ganesh is not available. Fake it. enum GrGLStandard { kNone_GrGLStandard, kGL_GrGLStandard, kGLES_GrGLStandard }; class GrContextFactory { public: typedef int GLContextType; static const GLContextType kANGLE_GLContextType = 0, kDebug_GLContextType = 0, kMESA_GLContextType = 0, kNVPR_GLContextType = 0, kNative_GLContextType = 0, kNull_GLContextType = 0; void destroyContexts() {} void abandonContexts() {} }; namespace DM { static const bool kGPUDisabled = true; static inline SkSurface* NewGpuSurface(GrContextFactory*, GrContextFactory::GLContextType, GrGLStandard, SkImageInfo, int) { return NULL; } } // namespace DM #endif//SK_SUPPORT_GPU #endif//DMGpuSupport_DEFINED