1 /************************************************************** 2 * 3 * Licensed to the Apache Software Foundation (ASF) under one 4 * or more contributor license agreements. See the NOTICE file 5 * distributed with this work for additional information 6 * regarding copyright ownership. The ASF licenses this file 7 * to you under the Apache License, Version 2.0 (the 8 * "License"); you may not use this file except in compliance 9 * with the License. You may obtain a copy of the License at 10 * 11 * http://www.apache.org/licenses/LICENSE-2.0 12 * 13 * Unless required by applicable law or agreed to in writing, 14 * software distributed under the License is distributed on an 15 * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY 16 * KIND, either express or implied. See the License for the 17 * specific language governing permissions and limitations 18 * under the License. 19 * 20 *************************************************************/ 21 22 23 24 // MARKER(update_precomp.py): autogen include statement, do not remove 25 #include "precompiled_canvas.hxx" 26 27 #include <canvas/rendering/isurfaceproxymanager.hxx> 28 #include <canvas/rendering/isurfaceproxy.hxx> 29 #include "surfaceproxy.hxx" 30 31 namespace canvas 32 { 33 34 ////////////////////////////////////////////////////////////////////////////////// 35 // SurfaceProxyManager 36 ////////////////////////////////////////////////////////////////////////////////// 37 38 class SurfaceProxyManager : public ISurfaceProxyManager 39 { 40 public: 41 SurfaceProxyManager(const IRenderModuleSharedPtr pRenderModule)42 SurfaceProxyManager( const IRenderModuleSharedPtr pRenderModule ) : 43 mpPageManager( new PageManager(pRenderModule) ) 44 { 45 } 46 47 /** the whole idea is build around the concept that you create 48 some arbitrary buffer which contains the image data and 49 tell the texture manager about it. from there on you can 50 draw this image using any kind of graphics api you want. 51 in the technical sense we allocate some space in local 52 videomemory or AGP memory which will be filled on demand, 53 which means if there exists any rendering operation that 54 needs to read from this memory location. this method 55 creates a logical hardware surface object which uses the 56 given color buffer as the image source. internally this 57 texture may be distributed to several real hardware 58 surfaces. 59 */ createSurfaceProxy(const IColorBufferSharedPtr & pBuffer) const60 virtual ISurfaceProxySharedPtr createSurfaceProxy( const IColorBufferSharedPtr& pBuffer ) const 61 { 62 // not much to do for now, simply allocate a new surface 63 // proxy from our internal pool and initialize this thing 64 // properly. we *don't* create a hardware surface for now. 65 return SurfaceProxySharedPtr(new SurfaceProxy(pBuffer,mpPageManager)); 66 } 67 68 private: 69 PageManagerSharedPtr mpPageManager; 70 }; 71 72 ////////////////////////////////////////////////////////////////////////////////// 73 // createSurfaceProxyManager 74 ////////////////////////////////////////////////////////////////////////////////// 75 createSurfaceProxyManager(const IRenderModuleSharedPtr & rRenderModule)76 ISurfaceProxyManagerSharedPtr createSurfaceProxyManager( const IRenderModuleSharedPtr& rRenderModule ) 77 { 78 return ISurfaceProxyManagerSharedPtr( 79 new SurfaceProxyManager( 80 rRenderModule)); 81 } 82 } 83