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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrOnFlushResourceProvider_DEFINED
#define GrOnFlushResourceProvider_DEFINED
#include "GrTypes.h"
#include "GrResourceProvider.h"
#include "SkRefCnt.h"
#include "SkTArray.h"
class GrDrawingManager;
class GrOpList;
class GrOnFlushResourceProvider;
class GrRenderTargetOpList;
class GrRenderTargetContext;
class GrSurfaceProxy;
class SkColorSpace;
class SkSurfaceProps;
/*
* This is the base class from which all pre-flush callback objects must be derived. It
* provides the "preFlush" / "postFlush" interface.
*/
class GrOnFlushCallbackObject {
public:
virtual ~GrOnFlushCallbackObject() { }
/*
* The onFlush callback allows subsystems (e.g., text, path renderers) to create atlases
* for a specific flush. All the GrOpList IDs required for the flush are passed into the
* callback. The callback should return the render target contexts used to render the atlases
* in 'results'.
*/
virtual void preFlush(GrOnFlushResourceProvider*,
const uint32_t* opListIDs, int numOpListIDs,
SkTArray<sk_sp<GrRenderTargetContext>>* results) = 0;
/**
* Called once flushing is complete and all ops indicated by preFlush have been executed and
* released.
*/
virtual void postFlush() {}
private:
typedef SkRefCnt INHERITED;
};
/*
* This class is a shallow wrapper around the drawing manager. It is passed into the
* onFlush callbacks and is intended to limit the functionality available to them.
* It should never have additional data members or virtual methods.
*/
class GrOnFlushResourceProvider {
public:
sk_sp<GrRenderTargetContext> makeRenderTargetContext(const GrSurfaceDesc& desc,
sk_sp<SkColorSpace> colorSpace,
const SkSurfaceProps* props);
// TODO: we only need this entry point as long as we have to pre-allocate the atlas.
// Remove it ASAP.
sk_sp<GrRenderTargetContext> makeRenderTargetContext(sk_sp<GrSurfaceProxy> proxy,
sk_sp<SkColorSpace> colorSpace,
const SkSurfaceProps* props);
// Creates a GPU buffer with a "dynamic" access pattern.
sk_sp<GrBuffer> makeBuffer(GrBufferType, size_t, const void* data = nullptr);
// Either finds and refs, or creates a static GPU buffer with the given data.
sk_sp<GrBuffer> findOrMakeStaticBuffer(const GrUniqueKey&, GrBufferType,
size_t, const void* data);
const GrCaps* caps() const;
private:
explicit GrOnFlushResourceProvider(GrDrawingManager* drawingMgr) : fDrawingMgr(drawingMgr) {}
GrOnFlushResourceProvider(const GrOnFlushResourceProvider&) = delete;
GrOnFlushResourceProvider& operator=(const GrOnFlushResourceProvider&) = delete;
GrDrawingManager* fDrawingMgr;
friend class GrDrawingManager; // to construct this type.
};
#endif
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