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Side by Side Diff: src/core/SkPictureStateTree.h

Issue 617953002: Strip old backend recording down to essentials (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: debug-only Created 6 years, 2 months ago
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1
2 /*
3 * Copyright 2012 Google Inc.
4 *
5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file.
7 */
8
9 #ifndef SkPictureStateTree_DEFINED
10 #define SkPictureStateTree_DEFINED
11
12 #include "SkTDArray.h"
13 #include "SkChunkAlloc.h"
14 #include "SkDeque.h"
15 #include "SkMatrix.h"
16 #include "SkRefCnt.h"
17
18 class SkCanvas;
19
20 /**
21 * Provides an interface that, given a sequence of draws into an SkPicture with corresponding
22 * offsets, allows for playback of an arbitrary subset of the draws (note that Z -order is only
23 * guaranteed if the draws are explicitly sorted).
24 */
25 class SkPictureStateTree : public SkRefCnt {
26 private:
27 struct Node;
28 public:
29 SK_DECLARE_INST_COUNT(SkPictureStateTree)
30
31 /**
32 * A draw call, stores offset into command buffer, a pointer to the matrix, and a pointer to
33 * the node in the tree that corresponds to its clip/layer state
34 */
35 struct Draw {
36 SkMatrix* fMatrix;
37 Node* fNode;
38 uint32_t fOffset;
39 bool operator<(const Draw& other) const { return fOffset < other.fOffset ; }
40 };
41
42 class Iterator;
43
44 SkPictureStateTree();
45 ~SkPictureStateTree();
46
47 /**
48 * Creates and returns a struct representing a draw at the given offset.
49 */
50 Draw* appendDraw(size_t offset);
51
52 /**
53 * Given a list of draws, and a canvas, initialize an iterator that produces the correct
54 * sequence of offsets into the command buffer to carry out those calls with correct
55 * matrix/clip state. This handles saves/restores, and does all necessary ma trix setup.
56 */
57 void initIterator(SkPictureStateTree::Iterator* iter,
58 const SkTDArray<void*>& draws,
59 SkCanvas* canvas);
60
61 void appendSave();
62 void appendSaveLayer(size_t offset);
63 void appendRestore();
64 void appendTransform(const SkMatrix& trans);
65 void appendClip(size_t offset);
66
67 /**
68 * Call this immediately after an appendRestore call that is associated
69 * a save or saveLayer that was removed from the command stream
70 * due to a command pattern optimization in SkPicture.
71 */
72 void saveCollapsed();
73
74 /**
75 * Playback helper
76 */
77 class Iterator {
78 public:
79 /** Returns the next op offset needed to create the drawing state
80 required by the queued up draw operation or the offset of the queued
81 up draw operation itself. In the latter case, the next draw operatio n
82 will move into the queued up slot.
83 It retuns kDrawComplete when done.
84 TODO: this might be better named nextOp
85 */
86 uint32_t nextDraw();
87 static const uint32_t kDrawComplete = SK_MaxU32;
88 Iterator() : fValid(false) { }
89 bool isValid() const { return fValid; }
90
91 private:
92 void init(const SkTDArray<void*>& draws, SkCanvas* canvas, Node* root);
93
94 void setCurrentMatrix(const SkMatrix*);
95
96 // The draws this iterator is associated with
97 const SkTDArray<void*>* fDraws;
98
99 // canvas this is playing into (so we can insert saves/restores as neces sary)
100 SkCanvas* fCanvas;
101
102 // current state node
103 Node* fCurrentNode;
104
105 // List of nodes whose state we need to apply to reach TargetNode
106 SkTDArray<Node*> fNodes;
107
108 // The matrix of the canvas we're playing back into
109 SkMatrix fPlaybackMatrix;
110
111 // Cache of current matrix, so we can avoid redundantly setting it
112 const SkMatrix* fCurrentMatrix;
113
114 // current position in the array of draws
115 int fPlaybackIndex;
116 // Whether or not we need to do a save next iteration
117 bool fSave;
118
119 // Whether or not this is a valid iterator (the default public construct or sets this false)
120 bool fValid;
121
122 uint32_t finish();
123
124 friend class SkPictureStateTree;
125 };
126
127 private:
128
129 void appendNode(size_t offset);
130
131 SkChunkAlloc fAlloc;
132 // Needed by saveCollapsed() because nodes do not currently store
133 // references to their children. If they did, we could just retrieve the
134 // last added child.
135 Node* fLastRestoredNode;
136
137 // The currently active state
138 Draw fCurrentState;
139 // A stack of states for tracking save/restores
140 SkDeque fStateStack;
141
142 // Represents a notable piece of state that requires an offset into the comm and buffer,
143 // corresponding to a clip/saveLayer/etc call, to apply.
144 struct Node {
145 Node* fParent;
146 uint32_t fOffset;
147 uint16_t fLevel;
148 uint16_t fFlags;
149 SkMatrix* fMatrix;
150 enum Flags {
151 kSave_Flag = 0x1,
152 kSaveLayer_Flag = 0x2
153 };
154 };
155
156 Node fRoot;
157 SkMatrix fRootMatrix;
158
159 typedef SkRefCnt INHERITED;
160 };
161
162 #endif
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