本文整理汇总了C++中SkAutoTUnref::asRenderTarget方法的典型用法代码示例。如果您正苦于以下问题:C++ SkAutoTUnref::asRenderTarget方法的具体用法?C++ SkAutoTUnref::asRenderTarget怎么用?C++ SkAutoTUnref::asRenderTarget使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SkAutoTUnref
的用法示例。
在下文中一共展示了SkAutoTUnref::asRenderTarget方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: setupCanvas
SkCanvas* PictureRenderer::setupCanvas(int width, int height) {
SkAutoTUnref<SkCanvas> canvas;
switch(fDeviceType) {
case kBitmap_DeviceType: {
SkBitmap bitmap;
sk_tools::setup_bitmap(&bitmap, width, height);
canvas.reset(SkNEW_ARGS(SkCanvas, (bitmap)));
}
break;
#if SK_SUPPORT_GPU
#if SK_ANGLE
case kAngle_DeviceType:
// fall through
#endif
#if SK_MESA
case kMesa_DeviceType:
// fall through
#endif
case kGPU_DeviceType:
case kNVPR_DeviceType: {
SkAutoTUnref<GrSurface> target;
if (fGrContext) {
// create a render target to back the device
GrSurfaceDesc desc;
desc.fConfig = kSkia8888_GrPixelConfig;
desc.fFlags = kRenderTarget_GrSurfaceFlag;
desc.fWidth = width;
desc.fHeight = height;
desc.fSampleCnt = fSampleCount;
target.reset(fGrContext->textureProvider()->createTexture(desc, false, NULL, 0));
}
uint32_t flags = fUseDFText ? SkSurfaceProps::kUseDistanceFieldFonts_Flag : 0;
SkSurfaceProps props(flags, SkSurfaceProps::kLegacyFontHost_InitType);
SkAutoTUnref<SkGpuDevice> device(
SkGpuDevice::Create(target->asRenderTarget(), &props,
SkGpuDevice::kUninit_InitContents));
if (!device) {
return NULL;
}
canvas.reset(SkNEW_ARGS(SkCanvas, (device)));
break;
}
#endif
default:
SkASSERT(0);
return NULL;
}
if (fHasDrawFilters) {
if (fDrawFilters[0] & PictureRenderer::kAAClip_DrawFilterFlag) {
canvas->setAllowSoftClip(false);
}
canvas.reset(SkNEW_ARGS(FlagsFilterCanvas, (canvas.get(), fDrawFilters)));
}
this->scaleToScaleFactor(canvas);
// Pictures often lie about their extent (i.e., claim to be 100x100 but
// only ever draw to 90x100). Clear here so the undrawn portion will have
// a consistent color
canvas->clear(SK_ColorTRANSPARENT);
return canvas.detach();
}
示例2: GrTextureToYUVPlanes
bool GrTextureToYUVPlanes(GrTexture* texture, const SkISize sizes[3], void* const planes[3],
const size_t rowBytes[3], SkYUVColorSpace colorSpace) {
if (GrContext* context = texture->getContext()) {
// Depending on the relative sizes of the y, u, and v planes we may do 1 to 3 draws/
// readbacks.
SkAutoTUnref<GrTexture> yuvTex;
SkAutoTUnref<GrTexture> yTex;
SkAutoTUnref<GrTexture> uvTex;
SkAutoTUnref<GrTexture> uTex;
SkAutoTUnref<GrTexture> vTex;
GrPixelConfig singleChannelPixelConfig;
if (context->caps()->isConfigRenderable(kAlpha_8_GrPixelConfig, false)) {
singleChannelPixelConfig = kAlpha_8_GrPixelConfig;
} else {
singleChannelPixelConfig = kRGBA_8888_GrPixelConfig;
}
// We issue draw(s) to convert from RGBA to Y, U, and V. All three planes may have different
// sizes however we optimize for two other cases - all planes are the same (1 draw to YUV),
// and U and V are the same but Y differs (2 draws, one for Y, one for UV).
if (sizes[0] == sizes[1] && sizes[1] == sizes[2]) {
GrSurfaceDesc yuvDesc;
yuvDesc.fConfig = kRGBA_8888_GrPixelConfig;
yuvDesc.fFlags = kRenderTarget_GrSurfaceFlag;
yuvDesc.fWidth = sizes[0].fWidth;
yuvDesc.fHeight = sizes[0].fHeight;
yuvTex.reset(context->textureProvider()->createApproxTexture(yuvDesc));
if (!yuvTex) {
return false;
}
} else {
GrSurfaceDesc yDesc;
yDesc.fConfig = singleChannelPixelConfig;
yDesc.fFlags = kRenderTarget_GrSurfaceFlag;
yDesc.fWidth = sizes[0].fWidth;
yDesc.fHeight = sizes[0].fHeight;
yTex.reset(context->textureProvider()->createApproxTexture(yDesc));
if (!yTex) {
return false;
}
if (sizes[1] == sizes[2]) {
GrSurfaceDesc uvDesc;
// TODO: Add support for GL_RG when available.
uvDesc.fConfig = kRGBA_8888_GrPixelConfig;
uvDesc.fFlags = kRenderTarget_GrSurfaceFlag;
uvDesc.fWidth = sizes[1].fWidth;
uvDesc.fHeight = sizes[1].fHeight;
uvTex.reset(context->textureProvider()->createApproxTexture(uvDesc));
if (!uvTex) {
return false;
}
} else {
GrSurfaceDesc uvDesc;
uvDesc.fConfig = singleChannelPixelConfig;
uvDesc.fFlags = kRenderTarget_GrSurfaceFlag;
uvDesc.fWidth = sizes[1].fWidth;
uvDesc.fHeight = sizes[1].fHeight;
uTex.reset(context->textureProvider()->createApproxTexture(uvDesc));
uvDesc.fWidth = sizes[2].fWidth;
uvDesc.fHeight = sizes[2].fHeight;
vTex.reset(context->textureProvider()->createApproxTexture(uvDesc));
if (!uTex || !vTex) {
return false;
}
}
}
// Do all the draws before any readback.
if (yuvTex) {
SkAutoTUnref<GrDrawContext> dc(context->drawContext(yuvTex->asRenderTarget()));
if (!dc) {
return false;
}
if (!convert_texture(texture, dc, sizes[0].fWidth, sizes[0].fHeight, colorSpace,
GrYUVEffect::CreateRGBToYUV)) {
return false;
}
} else {
SkASSERT(yTex);
SkAutoTUnref<GrDrawContext> dc(context->drawContext(yTex->asRenderTarget()));
if (!dc) {
return false;
}
if (!convert_texture(texture, dc, sizes[0].fWidth, sizes[0].fHeight, colorSpace,
GrYUVEffect::CreateRGBToY)) {
return false;
}
if (uvTex) {
dc.reset(context->drawContext(uvTex->asRenderTarget()));
if (!dc) {
return false;
}
if (!convert_texture(texture, dc, sizes[1].fWidth, sizes[1].fHeight,
colorSpace, GrYUVEffect::CreateRGBToUV)) {
return false;
}
} else {
SkASSERT(uTex && vTex);
//.........这里部分代码省略.........