/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrTextureProvider_DEFINED
#define GrTextureProvider_DEFINED
#include "GrTexture.h"
class SK_API GrTextureProvider {
public:
///////////////////////////////////////////////////////////////////////////
// Textures
/**
* Creates a new texture in the resource cache and returns it. The caller owns a
* ref on the returned texture which must be balanced by a call to unref.
*
* @param desc Description of the texture properties.
* @param budgeted Does the texture count against the resource cache budget?
* @param srcData Pointer to the pixel values (optional).
* @param rowBytes The number of bytes between rows of the texture. Zero
* implies tightly packed rows. For compressed pixel configs, this
* field is ignored.
*/
GrTexture* createTexture(const GrSurfaceDesc& desc, bool budgeted, const void* srcData,
size_t rowBytes);
/** Shortcut for creating a texture with no initial data to upload. */
GrTexture* createTexture(const GrSurfaceDesc& desc, bool budgeted) {
return this->createTexture(desc, budgeted, NULL, 0);
}
/** Assigns a unique key to the texture. The texture will be findable via this key using
findTextureByUniqueKey(). If an existing texture has this key, it's key will be removed. */
void assignUniqueKeyToTexture(const GrUniqueKey& key, GrTexture* texture) {
this->assignUniqueKeyToResource(key, texture);
}
/** Finds a texture by unique key. If the texture is found it is ref'ed and returned. */
GrTexture* findAndRefTextureByUniqueKey(const GrUniqueKey& key) {
GrGpuResource* resource = this->findAndRefResourceByUniqueKey(key);
if (resource) {
GrTexture* texture = static_cast<GrSurface*>(resource)->asTexture();
SkASSERT(texture);
return texture;
}
return NULL;
}
/**
* Determines whether a texture is associated with the unique key. If the texture is found it
* will not be locked or returned. This call does not affect the priority of the resource for
* deletion.
*/
bool existsTextureWithUniqueKey(const GrUniqueKey& key) const {
return this->existsResourceWithUniqueKey(key);
}
/**
* Enum that determines how closely a returned scratch texture must match
* a provided GrSurfaceDesc. TODO: Remove this. createTexture() should be used
* for exact match and refScratchTexture() should be replaced with createApproxTexture().
*/
enum ScratchTexMatch {
/**
* Finds a texture that exactly matches the descriptor.
*/
kExact_ScratchTexMatch,
/**
* Finds a texture that approximately matches the descriptor. Will be
* at least as large in width and height as desc specifies. If desc
* specifies that texture is a render target then result will be a
* render target. If desc specifies a render target and doesn't set the
* no stencil flag then result will have a stencil. Format and aa level
* will always match.
*/
kApprox_ScratchTexMatch
};
/**
* Returns a texture matching the desc. It's contents are unknown. The caller
* owns a ref on the returned texture and must balance with a call to unref.
* It is guaranteed that the same texture will not be returned in subsequent
* calls until all refs to the texture are dropped.
*
* internalFlag is a temporary workaround until changes in the internal
* architecture are complete. Use the default value.
*
* TODO: Once internal flag can be removed, this should be replaced with
* createApproxTexture() and exact textures should be created with
* createTexture().
*/
GrTexture* refScratchTexture(const GrSurfaceDesc&, ScratchTexMatch match,
bool internalFlag = false);
///////////////////////////////////////////////////////////////////////////
// Wrapped Backend Surfaces
/**
* Wraps an existing texture with a GrTexture object.
*
* OpenGL: if the object is a texture Gr may change its GL texture params
* when it is drawn.
*
* @param desc description of the object to create.
*
* @return GrTexture object or NULL on failure.
*/
GrTexture* wrapBackendTexture(const GrBackendTextureDesc& desc);
/**
* Wraps an existing render target with a GrRenderTarget object. It is
* similar to wrapBackendTexture but can be used to draw into surfaces
* that are not also textures (e.g. FBO 0 in OpenGL, or an MSAA buffer that
* the client will resolve to a texture).
*
* @param desc description of the object to create.
*
* @return GrTexture object or NULL on failure.
*/
GrRenderTarget* wrapBackendRenderTarget(const GrBackendRenderTargetDesc& desc);
protected:
GrTextureProvider(GrGpu* gpu, GrResourceCache* cache) : fCache(cache), fGpu(gpu) {}
/**
* Assigns a unique key to a resource. If the key is associated with another resource that
* association is removed and replaced by this resource.
*/
void assignUniqueKeyToResource(const GrUniqueKey&, GrGpuResource*);
/**
* Finds a resource in the cache, based on the specified key. This is intended for use in
* conjunction with addResourceToCache(). The return value will be NULL if not found. The
* caller must balance with a call to unref().
*/
GrGpuResource* findAndRefResourceByUniqueKey(const GrUniqueKey&);
/**
* Determines whether a resource is in the cache. If the resource is found it
* will not be locked or returned. This call does not affect the priority of
* the resource for deletion.
*/
bool existsResourceWithUniqueKey(const GrUniqueKey& key) const;
GrTexture* internalRefScratchTexture(const GrSurfaceDesc&, uint32_t flags);
void abandon() {
fCache = NULL;
fGpu = NULL;
}
GrResourceCache* cache() { return fCache; }
const GrResourceCache* cache() const { return fCache; }
GrGpu* gpu() { return fGpu; }
const GrGpu* gpu() const { return fGpu; }
private:
bool isAbandoned() const {
SkASSERT(SkToBool(fGpu) == SkToBool(fCache));
return !SkToBool(fCache);
}
GrResourceCache* fCache;
GrGpu* fGpu;
};
#endif