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// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef SERVICES_GFX_COMPOSITOR_RENDER_RENDER_LAYER_H_
#define SERVICES_GFX_COMPOSITOR_RENDER_RENDER_LAYER_H_
#include <memory>
#include <vector>
#include "base/macros.h"
#include "services/gfx/compositor/render/render_image.h"
#include "skia/ext/refptr.h"
#include "third_party/skia/include/core/SkMatrix.h"
#include "third_party/skia/include/core/SkPaint.h"
#include "third_party/skia/include/core/SkPath.h"
#include "third_party/skia/include/core/SkPictureRecorder.h"
#include "third_party/skia/include/core/SkRRect.h"
#include "third_party/skia/include/core/SkRect.h"
class SkCanvas;
class SkPicture;
namespace compositor {
class RenderCommand;
// Describes a sequence of drawing commands to be evaluated as a single pass.
// Layers are introduced into the render frame at points where blending must
// occur or where portions of a scene graph may be drawn once into a temporary
// buffer and used many times.
//
// Render objects are thread-safe, immutable, and reference counted via
// std::shared_ptr. They have no direct references to the scene graph.
class RenderLayer {
public:
~RenderLayer();
explicit RenderLayer(const skia::RefPtr<SkPicture>& picture);
// Gets the underlying picture to rasterize.
const skia::RefPtr<SkPicture>& picture() const { return picture_; }
private:
friend class RenderLayerBuilder;
// TODO: store auxiliary information required for hit testing
skia::RefPtr<SkPicture> picture_;
DISALLOW_COPY_AND_ASSIGN(RenderLayer);
};
// Builder for render layers.
class RenderLayerBuilder {
public:
// Creates a layer builder with an optional |cull_rect| to cull recorded
// geometry information.
RenderLayerBuilder();
explicit RenderLayerBuilder(const SkRect* cull_rect);
~RenderLayerBuilder();
// Pushes information about a scene onto the stack.
void PushScene(uint32_t scene_token, uint32_t version);
// Pops a scene off the stack.
void PopScene();
// Pushes information about a node onto the stack.
void PushNode(uint32_t node_id, uint32_t hit_id);
// Pops a node off the stack.
void PopNode();
// Applies a transformation matrix to the node.
void ApplyTransform(const SkMatrix& content_transform);
// Applies a clip to the node.
void ApplyClip(const SkRect& content_clip);
// Inserts a command to draw a rectangle.
void DrawRect(const SkRect& content_rect, const SkPaint& paint);
// Inserts a command to draw an image.
void DrawImage(const std::shared_ptr<RenderImage>& image,
const SkRect& content_rect,
const SkRect& image_rect,
const SkPaint& paint);
// Inserts a command to draw an in-place layer.
void DrawLayer(const std::shared_ptr<RenderLayer>& layer);
// Inserts a command to draw a saved layer.
void DrawSavedLayer(const std::shared_ptr<RenderLayer>& layer,
const SkRect& content_rect,
const SkPaint& paint);
// Returns the layer which was built.
std::shared_ptr<RenderLayer> Build();
private:
SkPictureRecorder recorder_;
SkCanvas* canvas_;
DISALLOW_COPY_AND_ASSIGN(RenderLayerBuilder);
};
} // namespace compositor
#endif // SERVICES_GFX_COMPOSITOR_RENDER_RENDER_LAYER_H_