/*
* 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 GrDrawingManager_DEFINED
#define GrDrawingManager_DEFINED
#include "GrDrawTarget.h"
#include "GrBatchFlushState.h"
#include "GrPathRendererChain.h"
#include "GrPathRenderer.h"
#include "SkTDArray.h"
class GrContext;
class GrDrawContext;
class GrSingleOWner;
class GrSoftwarePathRenderer;
// The GrDrawingManager allocates a new GrDrawContext for each GrRenderTarget
// but all of them still land in the same GrDrawTarget!
//
// In the future this class will allocate a new GrDrawContext for
// each GrRenderTarget/GrDrawTarget and manage the DAG.
class GrDrawingManager {
public:
~GrDrawingManager();
bool abandoned() const { return fAbandoned; }
void freeGpuResources();
GrDrawContext* drawContext(GrRenderTarget* rt, const SkSurfaceProps*);
// The caller automatically gets a ref on the returned drawTarget. It must
// be balanced by an unref call.
GrDrawTarget* newDrawTarget(GrRenderTarget* rt);
GrContext* getContext() { return fContext; }
GrPathRenderer* getPathRenderer(const GrPathRenderer::CanDrawPathArgs& args,
bool allowSW,
GrPathRendererChain::DrawType drawType,
GrPathRenderer::StencilSupport* stencilSupport = NULL);
static bool ProgramUnitTest(GrContext* context, int maxStages);
private:
GrDrawingManager(GrContext* context, const GrDrawTarget::Options& optionsForDrawTargets,
GrSingleOwner* singleOwner)
: fContext(context)
, fOptionsForDrawTargets(optionsForDrawTargets)
, fSingleOwner(singleOwner)
, fAbandoned(false)
, fPathRendererChain(nullptr)
, fSoftwarePathRenderer(nullptr)
, fFlushState(context->getGpu(), context->resourceProvider())
, fFlushing(false) {
}
void abandon();
void cleanup();
void reset();
void flush();
friend class GrContext; // for access to: ctor, abandon, reset & flush
static const int kNumPixelGeometries = 5; // The different pixel geometries
static const int kNumDFTOptions = 2; // DFT or no DFT
GrContext* fContext;
GrDrawTarget::Options fOptionsForDrawTargets;
// In debug builds we guard against improper thread handling
GrSingleOwner* fSingleOwner;
bool fAbandoned;
SkTDArray<GrDrawTarget*> fDrawTargets;
GrPathRendererChain* fPathRendererChain;
GrSoftwarePathRenderer* fSoftwarePathRenderer;
GrBatchFlushState fFlushState;
bool fFlushing;
};
#endif