Canvas2DLayerChromium.h   [plain text]


/*
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#ifndef Canvas2DLayerChromium_h
#define Canvas2DLayerChromium_h

#if USE(ACCELERATED_COMPOSITING)

#include "CanvasLayerChromium.h"
#include "ImageBuffer.h"
#include "ManagedTexture.h"

class SkCanvas;

namespace WebCore {

class GraphicsContext3D;
class Region;

// A layer containing an accelerated 2d canvas
class Canvas2DLayerChromium : public CanvasLayerChromium {
public:
    enum WillDrawCondition {
        WillDrawUnconditionally,
        WillDrawIfLayerNotDeferred,
    };

    static PassRefPtr<Canvas2DLayerChromium> create(PassRefPtr<GraphicsContext3D>, const IntSize&, DeferralMode);
    virtual ~Canvas2DLayerChromium();

    void setTextureId(unsigned);

    virtual void setNeedsDisplayRect(const FloatRect&) OVERRIDE;

    virtual bool drawsContent() const OVERRIDE;
    virtual void update(CCTextureUpdater&, const CCOcclusionTracker*) OVERRIDE;
    virtual void pushPropertiesTo(CCLayerImpl*) OVERRIDE;

    void setCanvas(SkCanvas*);
    void layerWillDraw(WillDrawCondition) const;

private:
    Canvas2DLayerChromium(PassRefPtr<GraphicsContext3D>, const IntSize&, DeferralMode);
    bool drawingIntoImplThreadTexture() const;

    RefPtr<GraphicsContext3D> m_context;
    bool m_contextLost;
    IntSize m_size;
    unsigned m_backTextureId;
    // When m_useDoubleBuffering is true, the compositor will draw using a copy of the
    // canvas' backing texture. This option should be used with the compositor doesn't
    // synchronize its draws with the canvas updates.
    bool m_useDoubleBuffering;
    OwnPtr<ManagedTexture> m_frontTexture;
    SkCanvas* m_canvas;
    bool m_useRateLimiter;
    DeferralMode m_deferralMode;
};

}
#endif // USE(ACCELERATED_COMPOSITING)

#endif