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/*
* Copyright (C) 2006 Nikolas Zimmermann <zimmermann@kde.org>
* Copyright (C) Research In Motion Limited 2010. All rights reserved.
* Copyright 2014 The Chromium Authors. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifndef RenderSVGResourcePattern_h
#define RenderSVGResourcePattern_h
#include "core/rendering/svg/RenderSVGResourcePaintServer.h"
#include "core/svg/PatternAttributes.h"
#include "platform/heap/Handle.h"
#include "wtf/HashMap.h"
#include "wtf/OwnPtr.h"
#include "wtf/RefPtr.h"
class SkPicture;
namespace blink {
class AffineTransform;
class FloatRect;
class SVGPatternElement;
struct PatternData;
class RenderSVGResourcePattern final : public RenderSVGResourcePaintServer {
public:
explicit RenderSVGResourcePattern(SVGPatternElement*);
virtual const char* renderName() const override { return "RenderSVGResourcePattern"; }
virtual void removeAllClientsFromCache(bool markForInvalidation = true) override;
virtual void removeClientFromCache(RenderObject*, bool markForInvalidation = true) override;
virtual SVGPaintServer preparePaintServer(const RenderObject&) override;
static const RenderSVGResourceType s_resourceType = PatternResourceType;
virtual RenderSVGResourceType resourceType() const override { return s_resourceType; }
virtual void trace(Visitor*) override;
private:
PassOwnPtr<PatternData> buildPatternData(const RenderObject&);
PassRefPtr<const SkPicture> asPicture(const FloatRect& tile, const AffineTransform&) const;
PatternData* patternForRenderer(const RenderObject&);
bool m_shouldCollectPatternAttributes : 1;
PatternAttributes m_attributes;
// FIXME: we can almost do away with this per-object map, but not quite: the tile size can be
// relative to the client bounding box, and it gets captured in the cached Pattern shader.
// Hence, we need one Pattern shader per client. The display list OTOH is the same => we
// should be able to cache a single display list per RenderSVGResourcePattern + one
// Pattern(shader) for each client -- this would avoid re-recording when multiple clients
// share the same pattern.
HashMap<const RenderObject*, OwnPtr<PatternData> > m_patternMap;
};
}
#endif
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