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// Copyright 2017 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
//
// 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_EGL_RENDER_TREE_NODE_VISITOR_H_
#define COBALT_RENDERER_RASTERIZER_EGL_RENDER_TREE_NODE_VISITOR_H_
#include <memory>
#include "base/callback.h"
#include "base/memory/ref_counted.h"
#include "cobalt/math/matrix3_f.h"
#include "cobalt/math/rect_f.h"
#include "cobalt/render_tree/animations/animate_node.h"
#include "cobalt/render_tree/clear_rect_node.h"
#include "cobalt/render_tree/composition_node.h"
#include "cobalt/render_tree/filter_node.h"
#include "cobalt/render_tree/image_node.h"
#include "cobalt/render_tree/matrix_transform_3d_node.h"
#include "cobalt/render_tree/matrix_transform_node.h"
#include "cobalt/render_tree/node_visitor.h"
#include "cobalt/render_tree/punch_through_video_node.h"
#include "cobalt/render_tree/rect_node.h"
#include "cobalt/render_tree/rect_shadow_node.h"
#include "cobalt/render_tree/text_node.h"
#include "cobalt/renderer/backend/egl/texture.h"
#include "cobalt/renderer/backend/render_target.h"
#include "cobalt/renderer/rasterizer/egl/draw_object.h"
#include "cobalt/renderer/rasterizer/egl/draw_object_manager.h"
#include "cobalt/renderer/rasterizer/egl/graphics_state.h"
#include "cobalt/renderer/rasterizer/egl/offscreen_target_manager.h"
#include "third_party/skia/include/core/SkCanvas.h"
namespace cobalt {
namespace renderer {
namespace rasterizer {
namespace egl {
// A render tree node visitor that translates a given render tree into
// DrawObjects which must then be processed using calls to ExecuteDraw.
class RenderTreeNodeVisitor : public render_tree::NodeVisitor {
public:
enum FallbackRasterizeFlags {
kFallbackShouldClear = 1 << 0,
kFallbackShouldFlush = 1 << 1,
};
typedef base::Callback<void(
const scoped_refptr<render_tree::Node>& render_tree,
SkCanvas* fallback_render_target, const math::Matrix3F& transform,
const math::RectF& scissor, float opacity, uint32_t rasterize_flags)>
FallbackRasterizeFunction;
RenderTreeNodeVisitor(GraphicsState* graphics_state,
DrawObjectManager* draw_object_manager,
OffscreenTargetManager* offscreen_target_manager,
const FallbackRasterizeFunction& fallback_rasterize,
SkCanvas* fallback_render_target,
backend::RenderTarget* render_target,
const math::Rect& content_rect);
void Visit(render_tree::animations::AnimateNode* /* animate */) override {
NOTREACHED();
}
void Visit(render_tree::ClearRectNode* clear_rect_node) override;
void Visit(render_tree::CompositionNode* composition_node) override;
void Visit(render_tree::MatrixTransform3DNode* transform_3d_node) override;
void Visit(render_tree::MatrixTransformNode* transform_node) override;
void Visit(render_tree::FilterNode* filter_node) override;
void Visit(render_tree::ImageNode* image_node) override;
void Visit(render_tree::PunchThroughVideoNode* video_node) override;
void Visit(render_tree::RectNode* rect_node) override;
void Visit(render_tree::RectShadowNode* shadow_node) override;
void Visit(render_tree::TextNode* text_node) override;
private:
void GetScratchTexture(scoped_refptr<render_tree::Node> node, float size,
DrawObject::TextureInfo* out_texture_info);
void GetCachedTarget(scoped_refptr<render_tree::Node> node,
bool* out_content_cached,
OffscreenTargetManager::TargetInfo* out_target_info,
math::RectF* out_content_rect);
void FallbackRasterize(scoped_refptr<render_tree::Node> node);
void FallbackRasterize(scoped_refptr<render_tree::Node> node,
const OffscreenTargetManager::TargetInfo& target_info,
const math::RectF& content_rect);
void OffscreenRasterize(scoped_refptr<render_tree::Node> node,
const backend::TextureEGL** out_texture,
math::Matrix3F* out_texcoord_transform,
math::RectF* out_content_rect);
bool IsVisible(const math::RectF& bounds);
void AddDraw(std::unique_ptr<DrawObject> object,
const math::RectF& local_bounds,
DrawObjectManager::BlendType blend_type);
void AddExternalDraw(std::unique_ptr<DrawObject> object,
const math::RectF& world_bounds, base::TypeId draw_type);
// Helper function to clear the specified |rect| with the specified |color|,
// with blending disabled.
void AddClear(const math::RectF& rect, const render_tree::ColorRGBA& color);
GraphicsState* graphics_state_;
DrawObjectManager* draw_object_manager_;
OffscreenTargetManager* offscreen_target_manager_;
FallbackRasterizeFunction fallback_rasterize_;
DrawObject::BaseState draw_state_;
SkCanvas* fallback_render_target_;
backend::RenderTarget* render_target_;
backend::RenderTarget* onscreen_render_target_;
uint32_t last_draw_id_;
};
} // namespace egl
} // namespace rasterizer
} // namespace renderer
} // namespace cobalt
#endif // COBALT_RENDERER_RASTERIZER_EGL_RENDER_TREE_NODE_VISITOR_H_