/* * Copyright 2011, The Android Open Source Project * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef ImageTexture_h #define ImageTexture_h #include "ClassTracker.h" #include "GLUtils.h" #include "SkBitmap.h" #include "SkBitmapRef.h" #include "SkRefCnt.h" #include "LayerAndroid.h" namespace WebCore { class LayerAndroid; ///////////////////////////////////////////////////////////////////////////////// // Image sharing codepath for layers ///////////////////////////////////////////////////////////////////////////////// // // We receive an SkBitmapRef on the webcore thread; from this we create // an ImageTexture instance and keep it in TilesManager in a hashmap // (see TilesManager::addImage()) // // The ImageTexture will recopy the pointed SkBitmap locally (so we can safely // use it on the texture generation thread), and just use the SkBitmapRef as a // key. // // Layers on the shared image path will ask TilesManager for the corresponding // ImageTexture, instead of using a PaintedSurface+TiledTexture. // When the ImageTexture is prepared for the first time, we directly upload // the bitmap to a texture. // // TODO: limit how many ImageTextures can be uploaded in one draw cycle // TODO: limit the size of ImageTextures (use a TiledTexture when needed) // ///////////////////////////////////////////////////////////////////////////////// class ImageTexture { public: ImageTexture(SkBitmapRef* img); virtual ~ImageTexture(); void prepareGL(); void uploadGLTexture(); void drawGL(LayerAndroid* painter); void drawCanvas(SkCanvas*, SkRect&); void retain() { m_refCount++; } void release(); unsigned int refCount() { return m_refCount; } SkBitmapRef* imageRef() { return m_imageRef; } SkBitmap* bitmap() { return m_image; } private: void deleteTexture(); SkBitmapRef* m_imageRef; SkBitmap* m_image; GLuint m_textureId; unsigned int m_refCount; }; } // namespace WebCore #endif // ImageTexture