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27*cdf0e10cSrcweir 
28*cdf0e10cSrcweir // MARKER(update_precomp.py): autogen include statement, do not remove
29*cdf0e10cSrcweir #include "precompiled_canvas.hxx"
30*cdf0e10cSrcweir 
31*cdf0e10cSrcweir #include <canvas/rendering/isurfaceproxymanager.hxx>
32*cdf0e10cSrcweir #include <canvas/rendering/isurfaceproxy.hxx>
33*cdf0e10cSrcweir #include "surfaceproxy.hxx"
34*cdf0e10cSrcweir 
35*cdf0e10cSrcweir namespace canvas
36*cdf0e10cSrcweir {
37*cdf0e10cSrcweir 
38*cdf0e10cSrcweir 	//////////////////////////////////////////////////////////////////////////////////
39*cdf0e10cSrcweir 	// SurfaceProxyManager
40*cdf0e10cSrcweir 	//////////////////////////////////////////////////////////////////////////////////
41*cdf0e10cSrcweir 
42*cdf0e10cSrcweir 	class SurfaceProxyManager : public ISurfaceProxyManager
43*cdf0e10cSrcweir 	{
44*cdf0e10cSrcweir     public:
45*cdf0e10cSrcweir 
46*cdf0e10cSrcweir         SurfaceProxyManager( const IRenderModuleSharedPtr pRenderModule ) :
47*cdf0e10cSrcweir             mpPageManager( new PageManager(pRenderModule) )
48*cdf0e10cSrcweir         {
49*cdf0e10cSrcweir         }
50*cdf0e10cSrcweir 
51*cdf0e10cSrcweir         /** the whole idea is build around the concept that you create
52*cdf0e10cSrcweir             some arbitrary buffer which contains the image data and
53*cdf0e10cSrcweir             tell the texture manager about it.  from there on you can
54*cdf0e10cSrcweir             draw this image using any kind of graphics api you want.
55*cdf0e10cSrcweir             in the technical sense we allocate some space in local
56*cdf0e10cSrcweir             videomemory or AGP memory which will be filled on demand,
57*cdf0e10cSrcweir             which means if there exists any rendering operation that
58*cdf0e10cSrcweir             needs to read from this memory location.  this method
59*cdf0e10cSrcweir             creates a logical hardware surface object which uses the
60*cdf0e10cSrcweir             given color buffer as the image source.  internally this
61*cdf0e10cSrcweir             texture may be distributed to several real hardware
62*cdf0e10cSrcweir             surfaces.
63*cdf0e10cSrcweir         */
64*cdf0e10cSrcweir         virtual ISurfaceProxySharedPtr createSurfaceProxy( const IColorBufferSharedPtr& pBuffer ) const
65*cdf0e10cSrcweir         {
66*cdf0e10cSrcweir             // not much to do for now, simply allocate a new surface
67*cdf0e10cSrcweir             // proxy from our internal pool and initialize this thing
68*cdf0e10cSrcweir             // properly. we *don't* create a hardware surface for now.
69*cdf0e10cSrcweir             return SurfaceProxySharedPtr(new SurfaceProxy(pBuffer,mpPageManager));
70*cdf0e10cSrcweir         }
71*cdf0e10cSrcweir 
72*cdf0e10cSrcweir     private:
73*cdf0e10cSrcweir         PageManagerSharedPtr mpPageManager;
74*cdf0e10cSrcweir 	};
75*cdf0e10cSrcweir 
76*cdf0e10cSrcweir 	//////////////////////////////////////////////////////////////////////////////////
77*cdf0e10cSrcweir 	// createSurfaceProxyManager
78*cdf0e10cSrcweir 	//////////////////////////////////////////////////////////////////////////////////
79*cdf0e10cSrcweir 
80*cdf0e10cSrcweir 	ISurfaceProxyManagerSharedPtr createSurfaceProxyManager( const IRenderModuleSharedPtr& rRenderModule )
81*cdf0e10cSrcweir     {
82*cdf0e10cSrcweir         return ISurfaceProxyManagerSharedPtr(
83*cdf0e10cSrcweir 			new SurfaceProxyManager(
84*cdf0e10cSrcweir 				rRenderModule));
85*cdf0e10cSrcweir 	}
86*cdf0e10cSrcweir }
87