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/*
* 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<SaveLayerInfo, true> fSaveLayerInfo;
typedef SkPicture::AccelData INHERITED;
};
#endif // GrPictureUtils_DEFINED
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