/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrPictureUtils_DEFINED #define GrPictureUtils_DEFINED #include "SkPicture.h" #include "SkTArray.h" // This class encapsulates the GPU-backend-specific acceleration data // for a single SkPicture class GrAccelData : public SkPicture::AccelData { public: // Information about a given saveLayer in an SkPicture class SaveLayerInfo { public: SaveLayerInfo() : fPicture(NULL), fPaint(NULL) {} ~SaveLayerInfo() { SkSafeUnref(fPicture); SkDELETE(fPaint); } // The picture owning the layer. If the owning picture is the top-most // one (i.e., the picture for which this GrAccelData was created) then // this pointer is NULL. If it is a nested picture then the pointer // is non-NULL and owns a ref on the picture. const SkPicture* fPicture; // The device space bounds of this layer. SkRect fBounds; // The pre-matrix begins as the identity and accumulates the transforms // of the containing SkPictures (if any). This matrix state has to be // part of the initial matrix during replay so that it will be // preserved across setMatrix calls. SkMatrix fPreMat; // The matrix state (in the leaf picture) in which this layer's draws // must occur. It will/can be overridden by setMatrix calls in the // layer itself. It does not include the translation needed to map the // layer's top-left point to the origin (which must be part of the // initial matrix). SkMatrix fLocalMat; // The paint to use on restore. Can be NULL since it is optional. const SkPaint* fPaint; // The ID of this saveLayer in the picture. 0 is an invalid ID. size_t fSaveLayerOpID; // The ID of the matching restore in the picture. 0 is an invalid ID. size_t fRestoreOpID; // True if this saveLayer has at least one other saveLayer nested within it. // False otherwise. bool fHasNestedLayers; // True if this saveLayer is nested within another. False otherwise. bool fIsNested; }; GrAccelData(Key key) : INHERITED(key) { } virtual ~GrAccelData() { } SaveLayerInfo& addSaveLayerInfo() { return fSaveLayerInfo.push_back(); } int numSaveLayers() const { return fSaveLayerInfo.count(); } const SaveLayerInfo& saveLayerInfo(int index) const { SkASSERT(index < fSaveLayerInfo.count()); return fSaveLayerInfo[index]; } // We may, in the future, need to pass in the GPUDevice in order to // incorporate the clip and matrix state into the key static SkPicture::AccelData::Key ComputeAccelDataKey(); private: SkTArray fSaveLayerInfo; typedef SkPicture::AccelData INHERITED; }; #endif // GrPictureUtils_DEFINED