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1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 | 5 |
6 #include "config.h" | 6 #include "config.h" |
7 | 7 |
8 #include "FrameBufferSkPictureCanvasLayerTextureUpdater.h" | 8 #include "FrameBufferSkPictureCanvasLayerTextureUpdater.h" |
9 | 9 |
10 #include "LayerPainterChromium.h" | 10 #include "LayerPainterChromium.h" |
11 | 11 |
12 namespace cc { | 12 namespace cc { |
13 | 13 |
14 FrameBufferSkPictureCanvasLayerTextureUpdater::Texture::Texture(FrameBufferSkPic
tureCanvasLayerTextureUpdater* textureUpdater, scoped_ptr<CCPrioritizedTexture>
texture) | 14 FrameBufferSkPictureCanvasLayerTextureUpdater::Texture::Texture(FrameBufferSkPic
tureCanvasLayerTextureUpdater* textureUpdater, scoped_ptr<CCPrioritizedTexture>
texture) |
15 : LayerTextureUpdater::Texture(texture.Pass()) | 15 : LayerTextureUpdater::Texture(texture.Pass()) |
16 , m_textureUpdater(textureUpdater) | 16 , m_textureUpdater(textureUpdater) |
17 { | 17 { |
18 } | 18 } |
19 | 19 |
20 FrameBufferSkPictureCanvasLayerTextureUpdater::Texture::~Texture() | 20 FrameBufferSkPictureCanvasLayerTextureUpdater::Texture::~Texture() |
21 { | 21 { |
22 } | 22 } |
23 | 23 |
24 void FrameBufferSkPictureCanvasLayerTextureUpdater::Texture::update(CCTextureUpd
ateQueue& queue, const IntRect& sourceRect, const IntSize& destOffset, bool part
ialUpdate, CCRenderingStats&) | 24 void FrameBufferSkPictureCanvasLayerTextureUpdater::Texture::update(CCTextureUpd
ateQueue& queue, const IntRect& sourceRect, const IntSize& destOffset, bool part
ialUpdate, CCRenderingStats&) |
25 { | 25 { |
26 textureUpdater()->updateTexture(queue, texture(), sourceRect, destOffset, pa
rtialUpdate); | 26 textureUpdater()->updateTexture(queue, texture(), sourceRect, destOffset, pa
rtialUpdate); |
27 } | 27 } |
28 | 28 |
29 PassRefPtr<FrameBufferSkPictureCanvasLayerTextureUpdater> FrameBufferSkPictureCa
nvasLayerTextureUpdater::create(PassOwnPtr<LayerPainterChromium> painter) | 29 PassRefPtr<FrameBufferSkPictureCanvasLayerTextureUpdater> FrameBufferSkPictureCa
nvasLayerTextureUpdater::create(scoped_ptr<LayerPainterChromium> painter) |
30 { | 30 { |
31 return adoptRef(new FrameBufferSkPictureCanvasLayerTextureUpdater(painter)); | 31 return adoptRef(new FrameBufferSkPictureCanvasLayerTextureUpdater(painter.Pa
ss())); |
32 } | 32 } |
33 | 33 |
34 FrameBufferSkPictureCanvasLayerTextureUpdater::FrameBufferSkPictureCanvasLayerTe
xtureUpdater(PassOwnPtr<LayerPainterChromium> painter) | 34 FrameBufferSkPictureCanvasLayerTextureUpdater::FrameBufferSkPictureCanvasLayerTe
xtureUpdater(scoped_ptr<LayerPainterChromium> painter) |
35 : SkPictureCanvasLayerTextureUpdater(painter) | 35 : SkPictureCanvasLayerTextureUpdater(painter.Pass()) |
36 { | 36 { |
37 } | 37 } |
38 | 38 |
39 FrameBufferSkPictureCanvasLayerTextureUpdater::~FrameBufferSkPictureCanvasLayerT
extureUpdater() | 39 FrameBufferSkPictureCanvasLayerTextureUpdater::~FrameBufferSkPictureCanvasLayerT
extureUpdater() |
40 { | 40 { |
41 } | 41 } |
42 | 42 |
43 PassOwnPtr<LayerTextureUpdater::Texture> FrameBufferSkPictureCanvasLayerTextureU
pdater::createTexture(CCPrioritizedTextureManager* manager) | 43 PassOwnPtr<LayerTextureUpdater::Texture> FrameBufferSkPictureCanvasLayerTextureU
pdater::createTexture(CCPrioritizedTextureManager* manager) |
44 { | 44 { |
45 return adoptPtr(new Texture(this, CCPrioritizedTexture::create(manager))); | 45 return adoptPtr(new Texture(this, CCPrioritizedTexture::create(manager))); |
46 } | 46 } |
47 | 47 |
48 LayerTextureUpdater::SampledTexelFormat FrameBufferSkPictureCanvasLayerTextureUp
dater::sampledTexelFormat(GC3Denum textureFormat) | 48 LayerTextureUpdater::SampledTexelFormat FrameBufferSkPictureCanvasLayerTextureUp
dater::sampledTexelFormat(GC3Denum textureFormat) |
49 { | 49 { |
50 // Here we directly render to the texture, so the component order is always
correct. | 50 // Here we directly render to the texture, so the component order is always
correct. |
51 return LayerTextureUpdater::SampledTexelFormatRGBA; | 51 return LayerTextureUpdater::SampledTexelFormatRGBA; |
52 } | 52 } |
53 | 53 |
54 } // namespace cc | 54 } // namespace cc |
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