1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
|
/*
* 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 prepare();
void draw(LayerAndroid* painter);
void deleteTexture();
void retain() { m_refCount++; }
void release();
unsigned int refCount() { return m_refCount; }
SkBitmapRef* imageRef() { return m_imageRef; }
SkBitmap* bitmap() { return m_image; }
private:
SkBitmapRef* m_imageRef;
SkBitmap* m_image;
GLuint m_textureId;
unsigned int m_refCount;
};
} // namespace WebCore
#endif // ImageTexture
|