/* * 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 "SkTDArray.h" // This class encapsulates the GPU-backend-specific acceleration data // for a single SkPicture class GPUAccelData : public SkPicture::AccelData { public: // Information about a given saveLayer in an SkPicture struct SaveLayerInfo { // True if the SaveLayerInfo is valid. False if either 'fOffset' is // invalid (due to a non-invertible CTM) or 'fPaint' is NULL (due // to a non-copyable paint). bool fValid; // The size of the saveLayer SkISize fSize; // The CTM in which this layer's draws must occur. It already incorporates // the translation needed to map the layer's top-left point to the origin. SkMatrix fCTM; // The offset that needs to be passed to drawBitmap to correctly // position the pre-rendered layer. It is in device space. SkIPoint fOffset; // The paint to use on restore. NULL if the paint was not copyable (and // thus that this layer should not be pulled forward). 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; }; GPUAccelData(Key key) : INHERITED(key) { } virtual ~GPUAccelData() { for (int i = 0; i < fSaveLayerInfo.count(); ++i) { SkDELETE(fSaveLayerInfo[i].fPaint); } } void addSaveLayerInfo(const SaveLayerInfo& info) { SkASSERT(info.fSaveLayerOpID < info.fRestoreOpID); *fSaveLayerInfo.push() = info; } 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: SkTDArray<SaveLayerInfo> fSaveLayerInfo; typedef SkPicture::AccelData INHERITED; }; void GatherGPUInfo(const SkPicture* pict, GPUAccelData* accelData); #endif // GrPictureUtils_DEFINED