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* Copyright 2014 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
* 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 "base/memory/ref_counted.h"
#include "base/memory/scoped_ptr.h"
#include "cobalt/math/size.h"
#include "cobalt/renderer/backend/render_target.h"
namespace cobalt {
namespace renderer {
namespace backend {
class GraphicsSystem;
// The GraphicsContext captures the concept of a data channel to the GPU.
// The above definition implies that all graphics commands must eventually
// be issued through a graphics context. Platform-specific graphics context
// objects must be acquired from a platform's concrete GraphicsContext object
// and then issued to that directly. A graphics context will always be
// associated with a render target on which all rendering output will appear.
class GraphicsContext {
explicit GraphicsContext(GraphicsSystem* system) : system_(system) {}
virtual ~GraphicsContext() {}
GraphicsSystem* system() const { return system_; }
// Creates an offscreen render target that can be targeted by a
// GraphicsContext::Frame. This might be used in unit tests where a
// display render target is not needed and we simply wish to render to an
// offscreen buffer and analyze the results offline.
// This method allows platforms to choose their most compatible format that
// can express RGBA.
virtual scoped_refptr<RenderTarget> CreateOffscreenRenderTarget(
const math::Size& dimensions) = 0;
// Saves render target pixels to CPU memory returned as a scoped_array.
// This function will wait for the pipeline to flush, so it is slow and should
// only be used in a debug context. One use case for the returned image
// memory is to encode it and serialize it as a PNG file for offline viewing.
// The dimensions of the returned memory can be found by examining the results
// of render_target->GetSize(). The pitch in pixels is equal to the width.
// The pixel format of the returned data is always RGBA8, in that order.
// Each pixel is 4 bytes. The output alpha format is always premultiplied
// alpha.
virtual scoped_array<uint8_t> DownloadPixelDataAsRGBA(
const scoped_refptr<RenderTarget>& render_target) = 0;
// Waits until all drawing is finished.
virtual void Finish() = 0;
GraphicsSystem* system_;
} // namespace backend
} // namespace renderer
} // namespace cobalt