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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkDeferredDisplayListMaker_DEFINED
#define SkDeferredDisplayListMaker_DEFINED
#include "SkRefCnt.h"
#include "../private/SkDeferredDisplayList.h"
#include "../private/SkSurfaceCharacterization.h"
class SkCanvas;
class SkSurface; // TODO: remove
/*
* This class is intended to be used as:
* Get an SkSurfaceCharacterization from the ultimate intended gpu-backed destination SkSurface
* Create one of these (an SkDDLMaker) on the stack
* Get the canvas and render into it
* Snap off and hold on to an SkDeferredDisplayList
* Once your app actually needs the pixels, call SkSurface::draw(SkDeferredDisplayList*)
*
* This class never accesses the GPU but performs all the cpu work it can. It
* is thread-safe (i.e., one can break a scene into tiles and perform their cpu-side
* work in parallel ahead of time).
*/
class SkDeferredDisplayListRecorder {
public:
SkDeferredDisplayListRecorder(const SkSurfaceCharacterization&);
const SkSurfaceCharacterization& characterization() const {
return fCharacterization;
}
// The backing canvas will become invalid (and this entry point will return
// null) once 'detach' is called.
// Note: ownership of the SkCanvas is not transfered via this call.
SkCanvas* getCanvas();
std::unique_ptr<SkDeferredDisplayList> detach();
private:
SkSurfaceCharacterization fCharacterization;
sk_sp<SkSurface> fSurface; // temporary until we have a real implementation
};
#endif