зеркало из https://github.com/mozilla/moz-skia.git
164 строки
5.7 KiB
C++
164 строки
5.7 KiB
C++
#ifndef SkGLDevice_DEFINED
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#define SkGLDevice_DEFINED
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#include "SkDevice.h"
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#include "SkGL.h"
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#include "SkRegion.h"
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#ifdef SK_BUILD_FOR_MAC
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#include <OpenGL/gl.h>
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#elif defined(ANDROID)
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#include <GLES/gl.h>
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#endif
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class SkGLDeviceFactory : public SkDeviceFactory {
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public:
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virtual SkDevice* newDevice(SkBitmap::Config config, int width, int height,
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bool isOpaque, bool isForLayer);
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};
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struct SkGLDrawProcs;
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class SkGLDevice : public SkDevice {
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public:
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SkGLDevice(const SkBitmap& bitmap, bool offscreen);
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virtual ~SkGLDevice();
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virtual SkDeviceFactory* getDeviceFactory() {
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return SkNEW(SkGLDeviceFactory);
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}
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virtual uint32_t getDeviceCapabilities() { return kGL_Capability; }
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// used to identify GLTextCache data in the glyphcache
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static void GlyphCacheAuxProc(void* data);
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enum TexOrientation {
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kNo_TexOrientation,
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kTopToBottom_TexOrientation,
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kBottomToTop_TexOrientation
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};
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/** Called when this device is no longer a candidate for a render target,
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but will instead be used as a texture to be drawn. Be sure to call
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the base impl if you override, as it will compute size and max.
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*/
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virtual TexOrientation bindDeviceAsTexture();
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// returns true if complex
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SkGLClipIter* updateMatrixClip();
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// call to set the clip to the specified rect
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void scissor(const SkIRect&);
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// overrides from SkDevice
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virtual void gainFocus(SkCanvas*);
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virtual void setMatrixClip(const SkMatrix& matrix, const SkRegion& clip);
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virtual void drawPaint(const SkDraw&, const SkPaint& paint);
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virtual void drawPoints(const SkDraw&, SkCanvas::PointMode mode, size_t count,
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const SkPoint[], const SkPaint& paint);
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virtual void drawRect(const SkDraw&, const SkRect& r,
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const SkPaint& paint);
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virtual void drawPath(const SkDraw&, const SkPath& path,
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const SkPaint& paint);
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virtual void drawBitmap(const SkDraw&, const SkBitmap& bitmap,
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const SkMatrix& matrix, const SkPaint& paint);
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virtual void drawSprite(const SkDraw&, const SkBitmap& bitmap,
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int x, int y, const SkPaint& paint);
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virtual void drawText(const SkDraw&, const void* text, size_t len,
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SkScalar x, SkScalar y, const SkPaint& paint);
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virtual void drawPosText(const SkDraw&, const void* text, size_t len,
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const SkScalar pos[], SkScalar constY,
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int scalarsPerPos, const SkPaint& paint);
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virtual void drawTextOnPath(const SkDraw&, const void* text, size_t len,
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const SkPath& path, const SkMatrix* matrix,
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const SkPaint& paint);
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virtual void drawVertices(const SkDraw&, SkCanvas::VertexMode, int vertexCount,
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const SkPoint verts[], const SkPoint texs[],
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const SkColor colors[], SkXfermode* xmode,
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const uint16_t indices[], int indexCount,
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const SkPaint& paint);
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virtual void drawDevice(const SkDraw&, SkDevice*, int x, int y,
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const SkPaint&);
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// settings for the global texture cache
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static size_t GetTextureCacheMaxCount();
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static void SetTextureCacheMaxCount(size_t count);
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static size_t GetTextureCacheMaxSize();
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static void SetTextureCacheMaxSize(size_t size);
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/** Call glDeleteTextures for all textures (including those for text)
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This should be called while the gl-context is still valid. Its purpose
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is to free up gl resources. Note that if a bitmap or text is drawn after
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this call, new caches will be created.
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*/
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static void DeleteAllTextures();
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/** Forget all textures without calling delete (including those for text).
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This should be called if the gl-context has changed, and the texture
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IDs that have been cached are no longer valid.
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*/
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static void AbandonAllTextures();
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protected:
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/** Return the current glmatrix, from a previous call to setMatrixClip */
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const SkMatrix& matrix() const { return fMatrix; }
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/** Return the current clip, from a previous call to setMatrixClip */
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const SkRegion& clip() const { return fClip; }
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private:
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SkGLMatrix fGLMatrix;
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SkMatrix fMatrix;
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SkRegion fClip;
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bool fDirty;
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SkGLClipIter fClipIter;
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SkGLDrawProcs* fDrawProcs;
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void setupForText(SkDraw* draw, const SkPaint& paint);
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// global texture cache methods
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class TexCache;
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static TexCache* LockTexCache(const SkBitmap&, GLuint* name,
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SkPoint* size);
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static void UnlockTexCache(TexCache*);
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class SkAutoLockTexCache {
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public:
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SkAutoLockTexCache(const SkBitmap& bitmap, GLuint* name,
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SkPoint* size) {
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fTex = SkGLDevice::LockTexCache(bitmap, name, size);
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}
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~SkAutoLockTexCache() {
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if (fTex) {
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SkGLDevice::UnlockTexCache(fTex);
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}
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}
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TexCache* get() const { return fTex; }
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private:
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TexCache* fTex;
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};
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friend class SkAutoTexCache;
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// returns cache if the texture is bound for the shader
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TexCache* setupGLPaintShader(const SkPaint& paint);
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class AutoPaintShader {
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public:
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AutoPaintShader(SkGLDevice*, const SkPaint& paint);
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~AutoPaintShader();
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bool useTex() const { return fTexCache != 0; }
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private:
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SkGLDevice* fDevice;
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TexCache* fTexCache;
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};
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friend class AutoPaintShader;
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typedef SkDevice INHERITED;
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};
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#endif
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