// Copyright 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef LayerTextureUpdater_h #define LayerTextureUpdater_h #include "base/memory/ref_counted.h" #include "CCPrioritizedTexture.h" #include "GraphicsTypes3D.h" namespace cc { class IntRect; class IntSize; class TextureManager; struct CCRenderingStats; class CCTextureUpdateQueue; class LayerTextureUpdater : public base::RefCounted { public: // Allows texture uploaders to store per-tile resources. class Texture { public: virtual ~Texture(); CCPrioritizedTexture* texture() { return m_texture.get(); } void swapTextureWith(scoped_ptr& texture) { m_texture.swap(texture); } // TODO(reveman): partialUpdate should be a property of this class // instead of an argument passed to update(). virtual void update(CCTextureUpdateQueue&, const IntRect& sourceRect, const IntSize& destOffset, bool partialUpdate, CCRenderingStats&) = 0; protected: explicit Texture(scoped_ptr texture); private: scoped_ptr m_texture; }; LayerTextureUpdater() { } enum SampledTexelFormat { SampledTexelFormatRGBA, SampledTexelFormatBGRA, SampledTexelFormatInvalid, }; virtual scoped_ptr createTexture(CCPrioritizedTextureManager*) = 0; // Returns the format of the texel uploaded by this interface. // This format should not be confused by texture internal format. // This format specifies the component order in the sampled texel. // If the format is TexelFormatBGRA, vec4.x is blue and vec4.z is red. virtual SampledTexelFormat sampledTexelFormat(GC3Denum textureFormat) = 0; // The |resultingOpaqueRect| gives back a region of the layer that was painted opaque. If the layer is marked opaque in the updater, // then this region should be ignored in preference for the entire layer's area. virtual void prepareToUpdate(const IntRect& contentRect, const IntSize& tileSize, float contentsWidthScale, float contentsHeightScale, IntRect& resultingOpaqueRect, CCRenderingStats&) { } // Set true by the layer when it is known that the entire output is going to be opaque. virtual void setOpaque(bool) { } protected: virtual ~LayerTextureUpdater() { } private: friend class base::RefCounted; }; } // namespace cc #endif // LayerTextureUpdater_h