blob: abf4d4eaaaab53b18bd332c364dea1782004cca9 [file] [log] [blame]
/*
* Copyright 2016 Google Inc. 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
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef COBALT_RENDERER_RASTERIZER_BLITTER_HARDWARE_RASTERIZER_H_
#define COBALT_RENDERER_RASTERIZER_BLITTER_HARDWARE_RASTERIZER_H_
#include "base/memory/scoped_ptr.h"
#include "cobalt/render_tree/resource_provider.h"
#include "cobalt/renderer/backend/graphics_context.h"
#include "cobalt/renderer/backend/render_target.h"
#include "cobalt/renderer/rasterizer/blitter/scratch_surface_cache.h"
#include "cobalt/renderer/rasterizer/rasterizer.h"
#if SB_HAS(BLITTER)
namespace cobalt {
namespace renderer {
namespace rasterizer {
namespace blitter {
// The Blitter API hardware rasterizer will render all render tree node elements
// via the Blitter API, if possible. If it is not possible, it will fallback
// on using software Skia to render portions of the tree that the Blitter API
// cannot render.
class HardwareRasterizer : public Rasterizer {
public:
explicit HardwareRasterizer(backend::GraphicsContext* graphics_context,
int scratch_surface_size_in_bytes,
int surface_cache_size_in_bytes);
virtual ~HardwareRasterizer();
// Consume the render tree and output the results to the render target passed
// into the constructor.
void Submit(const scoped_refptr<render_tree::Node>& render_tree,
const scoped_refptr<backend::RenderTarget>& render_target,
int options) OVERRIDE;
render_tree::ResourceProvider* GetResourceProvider() OVERRIDE;
private:
class Impl;
scoped_ptr<Impl> impl_;
};
} // namespace blitter
} // namespace rasterizer
} // namespace renderer
} // namespace cobalt
#endif // #if SB_HAS(BLITTER)
#endif // COBALT_RENDERER_RASTERIZER_BLITTER_HARDWARE_RASTERIZER_H_