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// Copyright 2015 The Cobalt Authors. All Rights Reserved.
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// See the License for the specific language governing permissions and
// limitations under the License.
#include <memory>
#include "cobalt/base/camera_transform.h"
#include "cobalt/render_tree/node.h"
#include "cobalt/renderer/backend/display.h"
#include "cobalt/renderer/backend/graphics_context.h"
#include "cobalt/renderer/backend/graphics_system.h"
#include "cobalt/renderer/pipeline.h"
#include "cobalt/renderer/rasterizer/rasterizer.h"
#include "cobalt/system_window/system_window.h"
namespace cobalt {
namespace renderer {
class RendererModule {
struct Options {
typedef base::Callback<std::unique_ptr<rasterizer::Rasterizer>(
backend::GraphicsContext*, const Options& options)>
typedef base::Callback<base::CameraTransform()> GetCameraTransformCallback;
// The rasterizer must be created, accessed, and destroyed within the same
// thread, and so to facilitate that a rasterizer factory function must
// be provided here instead of the rasterizer itself.
CreateRasterizerCallback create_rasterizer_function;
// Determines the capacity of the scratch surface cache. The scratch
// surface cache facilitates the reuse of temporary offscreen surfaces
// within a single frame. This setting is only relevant when using the
// hardware-accelerated Skia rasterizer.
int scratch_surface_cache_size_in_bytes;
// Represents the dimensions of the skia texture atlas which holds all of
// the glyph textures used during rendering.
math::Size skia_glyph_texture_atlas_dimensions;
// Determines the capacity of the skia cache. The Skia cache is maintained
// within Skia and is used to cache the results of complicated effects such
// as shadows, so that Skia draw calls that are used repeatedly across
// frames can be cached into surfaces. This setting is only relevant when
// using the hardware-accelerated Skia rasterizer.
int skia_cache_size_in_bytes;
// Only relevant if you are using the Blitter API.
// Determines the capacity of the software surface cache, which is used to
// cache all surfaces that are rendered via a software rasterizer to avoid
// re-rendering them.
int software_surface_cache_size_in_bytes;
// Determines the amount of GPU memory the offscreen target atlases will
// use. This is specific to the direct-GLES rasterizer and caches any render
// tree nodes which require skia for rendering. Two atlases will be
// allocated from this memory or multiple atlases of the frame size if the
// limit allows. It is recommended that enough memory be reserved for two
// RGBA atlases about a quarter of the frame size.
int offscreen_target_cache_size_in_bytes;
// By default, some rasterizers may cache the output of certain render
// tree nodes to improve render performance. However, this may result in
// pixel differences if the cached output is rendered to the screen using
// a sub-pixel offset that is different from when the cache was created.
// This caching mechanism should only be disabled for testing purposes
// (e.g. screenshot diff tools).
bool force_deterministic_rendering;
// If this flag is set to true, the pipeline will not re-submit a render
// tree if it has not changed from the previous submission. This can save
// CPU time so long as there's no problem with the fact that the display
// buffer will not be frequently swapped.
bool submit_even_if_render_tree_is_unchanged;
// If this flag is set to true, which is the default value, then all of
// Skia's font caches are purged during destruction. These caches have
// lifespans that are uncoupled from the resource provider's, and will not
// be purged on destruction when this is set to false.
bool purge_skia_font_caches_on_destruction;
// On modes with a 3D camera controllable by user input, fetch the affine
// transforms needed to render the scene from the camera's view.
GetCameraTransformCallback get_camera_transform;
bool enable_fps_stdout;
bool enable_fps_overlay;
// Implemented per-platform, and allows each platform to customize
// the renderer options.
void SetPerPlatformDefaultOptions();
RendererModule(system_window::SystemWindow* system_window,
const Options& options);
renderer::Pipeline* pipeline() { return pipeline_.get(); }
const scoped_refptr<renderer::backend::RenderTarget> render_target() {
return display_->GetRenderTarget();
render_tree::ResourceProvider* resource_provider() {
if (!pipeline_) {
return NULL;
return pipeline_->GetResourceProvider();
math::Size render_target_size() { return render_target()->GetSize(); }
system_window::SystemWindow* system_window_;
Options options_;
std::unique_ptr<renderer::backend::GraphicsSystem> graphics_system_;
std::unique_ptr<renderer::backend::Display> display_;
std::unique_ptr<renderer::backend::GraphicsContext> graphics_context_;
std::unique_ptr<renderer::Pipeline> pipeline_;
} // namespace renderer
} // namespace cobalt