зеркало из https://github.com/mozilla/moz-skia.git
362 строки
12 KiB
C++
362 строки
12 KiB
C++
/*
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Copyright 2010 Google Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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#ifndef GrContext_DEFINED
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#define GrContext_DEFINED
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#include "GrClip.h"
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#include "GrGpu.h"
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#include "GrSamplerState.h"
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#include "GrTextureCache.h"
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#include "GrInOrderDrawBuffer.h"
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#include "GrVertexBufferAllocPool.h"
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class GrFontCache;
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class GrPathIter;
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//TODO: move GrGpu enums/nested types here
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class GrContext : public GrRefCnt {
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public:
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/**
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* Creates a GrContext from within a 3D context.
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*/
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static GrContext* Create(GrGpu::Engine engine,
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GrGpu::Platform3DContext context3D);
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/**
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* Helper to create a opengl-shader based context
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*/
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static GrContext* CreateGLShaderContext();
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virtual ~GrContext();
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/**
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* The GrContext normally assumes that no outsider is setting state
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* within the underlying 3D API's context/device/whatever. This call informs
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* the context that the state was modified and it should resend. Shouldn't
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* be called frequently for good performance.
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*/
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void resetContext();
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/**
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* Abandons all textures. Call this if you have lost the associated GPU
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* context, and thus internal texture references/IDs are now invalid.
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*/
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void abandonAllTextures();
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/**
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* Search for an entry with the same Key. If found, "lock" it and return it.
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* If not found, return null.
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*/
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GrTextureEntry* findAndLockTexture(GrTextureKey*,
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const GrSamplerState&);
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/**
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* Create a new entry, based on the specified key and texture, and return
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* its "locked" entry.
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*
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* Ownership of the texture is transferred to the Entry, which will unref()
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* it when we are purged or deleted.
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*/
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GrTextureEntry* createAndLockTexture(GrTextureKey* key,
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const GrSamplerState&,
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const GrGpu::TextureDesc&,
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void* srcData, size_t rowBytes);
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/**
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* When done with an entry, call unlockTexture(entry) on it, which returns
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* it to the cache, where it may be purged.
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*/
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void unlockTexture(GrTextureEntry* entry);
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/**
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* Removes an texture from the cache. This prevents the texture from
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* being found by a subsequent findAndLockTexture() until it is
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* reattached. The entry still counts against the cache's budget and should
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* be reattached when exclusive access is no longer needed.
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*/
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void detachCachedTexture(GrTextureEntry*);
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/**
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* Reattaches a texture to the cache and unlocks it. Allows it to be found
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* by a subsequent findAndLock or be purged (provided its lock count is
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* now 0.)
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*/
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void reattachAndUnlockCachedTexture(GrTextureEntry*);
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/**
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* Creates a texture that is outside the cache. Does not count against
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* cache's budget.
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*/
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GrTexture* createUncachedTexture(const GrGpu::TextureDesc&,
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void* srcData,
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size_t rowBytes);
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/**
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* Wraps an externally-created rendertarget in a GrRenderTarget.
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* e.g. in GL platforamRenderTarget is an FBO id.
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*/
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GrRenderTarget* createPlatformRenderTarget(intptr_t platformRenderTarget,
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int width, int height);
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/**
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* Reads the current target object (e.g. FBO or IDirect3DSurface9*) and
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* viewport state from the underlying 3D API and wraps it in a
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* GrRenderTarget. The GrRenderTarget will not attempt to delete/destroy the
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* underlying object in its destructor and it is up to caller to guarantee
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* that it remains valid while the GrRenderTarget is used.
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*
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* @return the newly created GrRenderTarget
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*/
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GrRenderTarget* createRenderTargetFrom3DApiState() {
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return fGpu->createRenderTargetFrom3DApiState();
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}
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/**
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* Returns true if the specified use of an indexed texture is supported.
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*/
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bool supportsIndex8PixelConfig(const GrSamplerState&, int width, int height);
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///////////////////////////////////////////////////////////////////////////
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GrRenderTarget* currentRenderTarget() const;
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void getViewMatrix(GrMatrix* m) const;
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const GrClip& getClip() const { return fGpu->getClip(); }
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void setRenderTarget(GrRenderTarget* target);
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void setTexture(int stage, GrTexture* texture);
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void setSamplerState(int stage, const GrSamplerState&);
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void setTextureMatrix(int stage, const GrMatrix& m);
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void setAntiAlias(bool);
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void setDither(bool);
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void setAlpha(uint8_t alpha);
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void setColor(GrColor color);
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void setPointSize(float size);
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void setBlendFunc(GrGpu::BlendCoeff srcCoef, GrGpu::BlendCoeff dstCoef);
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void setViewMatrix(const GrMatrix& m);
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void setClip(const GrClip&);
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/**
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* Erase the entire render target, ignoring any clips/scissors.
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*/
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void eraseColor(GrColor color);
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/**
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* Draw everywhere (respecting the clip) with the current color.
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*/
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void drawFull(bool useTexture);
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/**
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* Draw the rect, respecting the current texture if useTexture is true.
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* If strokeWidth < 0, then the rect is filled, else the rect is stroked
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* based on strokeWidth. If strokeWidth == 0, then the stroke is always
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* a single pixel thick.
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*/
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void drawRect(const GrRect&, bool useTexture, GrScalar strokeWidth);
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void fillRect(const GrRect& rect, bool useTexture) {
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this->drawRect(rect, useTexture, -1);
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}
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/**
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* Path filling rules
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*/
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enum PathFills {
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kWinding_PathFill,
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kEvenOdd_PathFill,
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kInverseWinding_PathFill,
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kInverseEvenOdd_PathFill,
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kHairLine_PathFill,
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kPathFillCount
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};
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/**
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* Tessellates and draws a path.
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*
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* @param path the path to draw
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* @param paint the paint to set before drawing
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* @param useTexture if true the path vertices will also be used as
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* texture coorindates referencing last texture passed
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* to setTexture.
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*/
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void drawPath(GrPathIter* path,
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PathFills fill,
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bool useTexture,
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const GrPoint* translate = NULL);
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/**
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* Call to ensure all drawing to the context has been issued to the
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* underlying 3D API.
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* if flushRenderTarget is true then after the call the last
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* rendertarget set will be current in the underlying 3D API, otherwise
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* it may not be. It is useful to set if the caller plans to use the 3D
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* context outside of Ganesh to render into the current RT.
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*/
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void flush(bool flushRenderTarget);
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/**
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* Return true on success, i.e. if we could copy the specified range of
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* pixels from the current render-target into the buffer, converting into
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* the specified pixel-config.
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*/
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bool readPixels(int left, int top, int width, int height,
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GrTexture::PixelConfig, void* buffer);
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/**
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* Copy the src pixels [buffer, stride, pixelconfig] into the current
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* render-target at the specified rectangle.
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*/
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void writePixels(int left, int top, int width, int height,
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GrTexture::PixelConfig, const void* buffer, size_t stride);
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/* -------------------------------------------------------
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* Mimicking the GrGpu interface for now
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* TODO: define appropriate higher-level API for context
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*/
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GrVertexBuffer* createVertexBuffer(uint32_t size, bool dynamic);
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GrIndexBuffer* createIndexBuffer(uint32_t size, bool dynamic);
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bool reserveAndLockGeometry(GrVertexLayout vertexLayout,
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uint32_t vertexCount,
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uint32_t indexCount,
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void** vertices,
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void** indices);
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void drawIndexed(GrGpu::PrimitiveType type,
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uint32_t startVertex,
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uint32_t startIndex,
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uint32_t vertexCount,
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uint32_t indexCount);
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void drawNonIndexed(GrGpu::PrimitiveType type,
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uint32_t startVertex,
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uint32_t vertexCount);
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void setVertexSourceToArray(const void* array,
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GrVertexLayout vertexLayout);
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void setIndexSourceToArray(const void* array);
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void setVertexSourceToBuffer(GrVertexBuffer* buffer,
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GrVertexLayout vertexLayout);
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void setIndexSourceToBuffer(GrIndexBuffer* buffer);
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void releaseReservedGeometry();
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void resetStats();
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const GrGpu::Stats& getStats() const;
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void printStats() const;
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class AutoRenderTarget : ::GrNoncopyable {
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public:
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AutoRenderTarget(GrContext* context, GrRenderTarget* target) {
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fContext = NULL;
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fPrevTarget = context->currentRenderTarget();
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if (fPrevTarget != target) {
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context->setRenderTarget(target);
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fContext = context;
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}
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}
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~AutoRenderTarget() {
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if (fContext) {
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fContext->setRenderTarget(fPrevTarget);
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}
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}
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private:
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GrContext* fContext;
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GrRenderTarget* fPrevTarget;
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* Return the current texture cache limits.
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*
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* @param maxTextures If non-null, returns maximum number of textures that
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* can be held in the cache.
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* @param maxTextureBytes If non-null, returns maximum number of bytes of
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* texture memory that can be held in the cache.
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*/
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void getTextureCacheLimits(int* maxTextures, size_t* maxTextureBytes) const;
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/**
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* Specify the texture cache limits. If the current cache exceeds either
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* of these, it will be purged (LRU) to keep the cache within these limits.
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*
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* @param maxTextures The maximum number of textures that can be held in
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* the cache.
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* @param maxTextureBytes The maximum number of bytes of texture memory
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* that can be held in the cache.
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*/
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void setTextureCacheLimits(int maxTextures, size_t maxTextureBytes);
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/* -------------------------------------------------------
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*/
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// Intended only to be used within Ganesh:
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GrGpu* getGpu() { return fGpu; }
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GrFontCache* getFontCache() { return fFontCache; }
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GrDrawTarget* getTextTarget();
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void flushText();
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const GrIndexBuffer* quadIndexBuffer() const;
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int maxQuadsInIndexBuffer() const;
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private:
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GrGpu* fGpu;
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GrTextureCache* fTextureCache;
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GrFontCache* fFontCache;
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GrVertexBufferAllocPool fVBAllocPool;
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GrInOrderDrawBuffer fTextDrawBuffer;
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GrContext(GrGpu* gpu);
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bool finalizeTextureKey(GrTextureKey*, const GrSamplerState&) const;
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void drawClipIntoStencil();
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};
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/**
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* Save/restore the view-matrix in the context.
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*/
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class GrAutoViewMatrix : GrNoncopyable {
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public:
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GrAutoViewMatrix(GrContext* ctx) : fContext(ctx) {
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ctx->getViewMatrix(&fMatrix);
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}
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GrAutoViewMatrix(GrContext* ctx, const GrMatrix& matrix) : fContext(ctx) {
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ctx->getViewMatrix(&fMatrix);
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ctx->setViewMatrix(matrix);
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}
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~GrAutoViewMatrix() {
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fContext->setViewMatrix(fMatrix);
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}
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private:
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GrContext* fContext;
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GrMatrix fMatrix;
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};
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#endif
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