GraphicsContextGPU.h [plain text]
#ifndef GraphicsContextGPU_h
#define GraphicsContextGPU_h
#include "AffineTransform.h"
#include "Color.h"
#include "ColorSpace.h"
#include "GraphicsTypes.h"
#include "ImageSource.h"
#include "LoopBlinnPathCache.h"
#include "Texture.h"
#include <wtf/HashMap.h>
#include <wtf/Noncopyable.h>
#include <wtf/Vector.h>
namespace WebCore {
class Color;
class DrawingBuffer;
class FloatRect;
class GraphicsContext3D;
class Path;
class SharedGraphicsContext3D;
class GraphicsContextGPU {
WTF_MAKE_NONCOPYABLE(GraphicsContextGPU);
public:
GraphicsContextGPU(SharedGraphicsContext3D*, DrawingBuffer*, const IntSize&);
~GraphicsContextGPU();
void fillPath(const Path&);
void fillRect(const FloatRect&, const Color&, ColorSpace);
void fillRect(const FloatRect&);
void clearRect(const FloatRect&);
void setFillColor(const Color&, ColorSpace);
void setAlpha(float alpha);
void setShadowColor(const Color&, ColorSpace);
void setShadowOffset(const FloatSize&);
void setShadowBlur(float);
void setShadowsIgnoreTransforms(bool);
void setCompositeOperation(CompositeOperator);
void translate(float x, float y);
void rotate(float angleInRadians);
void scale(const FloatSize&);
void concatCTM(const AffineTransform&);
void setCTM(const AffineTransform&);
void clipPath(const Path&);
void clipOut(const Path&);
void save();
void restore();
void drawTexturedRect(unsigned texture, const IntSize& textureSize, const FloatRect& srcRect, const FloatRect& dstRect, ColorSpace, CompositeOperator);
void drawTexturedRect(Texture*, const FloatRect& srcRect, const FloatRect& dstRect, ColorSpace, CompositeOperator);
void drawTexturedRect(Texture*, const FloatRect& srcRect, const FloatRect& dstRect, const AffineTransform&, float alpha, ColorSpace, CompositeOperator, bool clip);
Texture* createTexture(NativeImagePtr, Texture::Format, int width, int height);
Texture* getTexture(NativeImagePtr);
SharedGraphicsContext3D* context() const { return m_context; }
void bindFramebuffer();
DrawingBuffer* drawingBuffer() const { return m_drawingBuffer; }
private:
void applyState();
void scissorClear(float x, float y, float width, float height);
void drawTexturedRectTile(Texture* texture, int tile, const FloatRect& srcRect, const FloatRect& dstRect, const AffineTransform&, float alpha);
void drawTexturedQuad(const IntSize& textureSize, const FloatRect& srcRect, const FloatRect& dstRect, const AffineTransform&, float alpha);
void drawTexturedQuadMitchell(const IntSize& textureSize, const FloatRect& srcRect, const FloatRect& dstRect, const AffineTransform&, float alpha);
void convolveRect(unsigned texture, const IntSize& textureSize, const FloatRect& srcRect, const FloatRect& dstRect, float imageIncrement[2], const float* kernel, int kernelWidth);
void tesselateAndFillPath(const Path&, const Color&);
void fillPathInternal(const Path&, const Color&);
void fillRectInternal(const FloatRect&, const Color&);
FloatRect flipRect(const FloatRect&);
void clearBorders(const FloatRect&, int width);
void beginShadowDraw();
void endShadowDraw(const FloatRect& boundingBox);
void beginStencilDraw(unsigned op);
void applyClipping(bool enable);
void checkGLError(const char* header);
IntSize m_size;
SharedGraphicsContext3D* m_context;
DrawingBuffer* m_drawingBuffer;
struct State;
typedef WTF::Vector<State> StateVector;
StateVector m_stateStack;
State* m_state;
AffineTransform m_flipMatrix;
LoopBlinnPathCache m_pathCache;
unsigned m_pathIndexBuffer;
unsigned m_pathVertexBuffer;
};
}
#endif // GraphicsContextGPU_h