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// Copyright 2017 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_EGL_HARDWARE_RASTERIZER_H_
#define COBALT_RENDERER_RASTERIZER_EGL_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/rasterizer.h"
namespace cobalt {
namespace renderer {
namespace rasterizer {
namespace egl {
// A hardware rasterizer which directly uses EGL/GLES2 to rasterize render
// trees onto the given render target. For certain effects, it will fall back
// to the Skia hardware rasterizer.
class HardwareRasterizer : public Rasterizer {
public:
// The passed in render target will be used to determine the dimensions of
// the output. The graphics context will be used to issue commands to the GPU
// to blit the final output to the render target.
// The value of |skia_cache_size_in_bytes| dictates the maximum amount of
// memory that Skia will use to cache the results of certain effects that take
// a long time to render, such as shadows. The results will be reused across
// submissions.
// The value of |scratch_surface_cache_size_in_bytes| sets an upper limit on
// the number of bytes that can be consumed by the scratch surface cache,
// a facility that allows temporary surfaces to be reused within the
// rasterization of a single frame/submission.
// If |surface_cache_size| is non-zero, the rasterizer will set itself up with
// a surface cache such that expensive render tree nodes seen multiple times
// will get saved to offscreen surfaces.
explicit HardwareRasterizer(backend::GraphicsContext* graphics_context,
int skia_atlas_width, int skia_atlas_height,
int skia_cache_size_in_bytes,
int scratch_surface_cache_size_in_bytes,
int surface_cache_size_in_bytes,
bool purge_skia_font_caches_on_destruction);
void Submit(const scoped_refptr<render_tree::Node>& render_tree,
const scoped_refptr<backend::RenderTarget>& render_target,
const Options& options) OVERRIDE;
render_tree::ResourceProvider* GetResourceProvider() OVERRIDE;
private:
class Impl;
scoped_ptr<Impl> impl_;
};
} // namespace egl
} // namespace rasterizer
} // namespace renderer
} // namespace cobalt
#endif // COBALT_RENDERER_RASTERIZER_EGL_HARDWARE_RASTERIZER_H_