8561f8bfcc
Change-Id: Ied6ec5f7830c53a339de985d173c1dec711ac8f7 Reviewed-on: https://gerrit.libreoffice.org/26092 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: Michael Stahl <mstahl@redhat.com>
69 lines
2.9 KiB
C++
69 lines
2.9 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#ifndef INCLUDED_CANVAS_RENDERING_ISURFACEPROXYMANAGER_HXX
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#define INCLUDED_CANVAS_RENDERING_ISURFACEPROXYMANAGER_HXX
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#include <canvas/rendering/irendermodule.hxx>
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#include <canvas/rendering/icolorbuffer.hxx>
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#include <canvas/canvastoolsdllapi.h>
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#include <memory>
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namespace canvas
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{
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struct ISurfaceProxy;
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/** Manager interface, which handles surface proxy objects.
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Typically, each canvas instantiation has one
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SurfaceProxyManager object, to handle their surfaces. Surfaces
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itself are opaque objects, which encapsulate a framebuffer to
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render upon, plus an optional (possibly accelerated) texture.
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*/
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struct ISurfaceProxyManager
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{
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virtual ~ISurfaceProxyManager() {}
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/** Create a surface proxy for a color buffer.
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The whole idea is build around the concept that you create
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some arbitrary buffer which contains the image data and
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tell the texture manager about it. From there on you can
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draw into this image using any kind of graphics api you
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want. In the technical sense we allocate some space in
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local videomemory or AGP memory which will be filled on
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demand, which means if there exists any rendering
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operation that needs to read from this memory location.
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This method creates a logical hardware surface object
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which uses the given color buffer as the image source.
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Internally this texture may even be distributed to several
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real hardware surfaces.
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*/
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virtual std::shared_ptr< ISurfaceProxy > createSurfaceProxy(
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const std::shared_ptr<IColorBuffer>& pBuffer ) const = 0;
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};
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/** Create a surface proxy for the given render module.
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*/
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CANVASTOOLS_DLLPUBLIC std::shared_ptr<ISurfaceProxyManager> createSurfaceProxyManager( const std::shared_ptr<IRenderModule>& rRenderModule );
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}
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#endif // INCLUDED_CANVAS_RENDERING_ISURFACEPROXYMANAGER_HXX
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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