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// Copyright 2015 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_RENDERER_MODULE_H_
#define COBALT_RENDERER_RENDERER_MODULE_H_
#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 {
public:
struct Options {
Options();
typedef base::Callback<scoped_ptr<rasterizer::Rasterizer>(
backend::GraphicsContext*, const Options& options)>
CreateRasterizerCallback;
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 capacity of the surface cache. The surface cache tracks
// which render tree nodes are being re-used across frames and stores the
// nodes that are most CPU-expensive to render into surfaces.
int surface_cache_size_in_bytes;
// 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;
// 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;
private:
// Implemented per-platform, and allows each platform to customize
// the renderer options.
void SetPerPlatformDefaultOptions();
};
explicit RendererModule(system_window::SystemWindow* system_window,
const Options& options);
~RendererModule();
void Suspend();
void Resume();
renderer::Pipeline* pipeline() { return pipeline_.get(); }
const scoped_refptr<renderer::backend::RenderTarget> render_target() {
return display_->GetRenderTarget();
}
private:
system_window::SystemWindow* system_window_;
Options options_;
scoped_ptr<renderer::backend::GraphicsSystem> graphics_system_;
scoped_ptr<renderer::backend::Display> display_;
scoped_ptr<renderer::backend::GraphicsContext> graphics_context_;
scoped_ptr<renderer::Pipeline> pipeline_;
};
} // namespace renderer
} // namespace cobalt
#endif // COBALT_RENDERER_RENDERER_MODULE_H_