Update MDB flags to match switches in Chrome & Android
Change-Id: Ifea5879ab83499c9b1a3572747088f9233b20074 Reviewed-on: https://skia-review.googlesource.com/69540 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
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@ -129,7 +129,7 @@ GrSemaphoresSubmitted GrDrawingManager::internalFlush(GrSurfaceProxy*,
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}
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#endif
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#ifdef ENABLE_MDB_SORT
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#ifndef SK_DISABLE_RENDER_TARGET_SORTING
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SkDEBUGCODE(bool result =)
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SkTTopoSort<GrOpList, GrOpList::TopoSortTraits>(&fOpLists);
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SkASSERT(result);
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@ -177,7 +177,7 @@ GrSemaphoresSubmitted GrDrawingManager::internalFlush(GrSurfaceProxy*,
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fOpLists[i]->gatherProxyIntervals(&alloc);
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}
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#ifdef MDB_ALLOC_RESOURCES
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#ifndef SK_DISABLE_EXPLICIT_GPU_RESOURCE_ALLOCATION
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alloc.assign();
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#endif
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}
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@ -32,7 +32,7 @@ GrOpList::GrOpList(GrResourceProvider* resourceProvider,
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fTarget.setProxy(sk_ref_sp(surfaceProxy), kWrite_GrIOType);
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fTarget.get()->setLastOpList(this);
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#ifndef MDB_ALLOC_RESOURCES
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#ifdef SK_DISABLE_EXPLICIT_GPU_RESOURCE_ALLOCATION
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// MDB TODO: remove this! We are currently moving to having all the ops that target
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// the RT as a dest (e.g., clear, etc.) rely on the opList's 'fTarget' pointer
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// for the IO Ref. This works well but until they are all swapped over (and none
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@ -15,10 +15,10 @@
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// Turn on/off the explicit distribution of GPU resources at flush time
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//#define MDB_ALLOC_RESOURCES 1
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#define SK_DISABLE_EXPLICIT_GPU_RESOURCE_ALLOCATION
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// Turn on/off the sorting of opLists at flush time
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//#define ENABLE_MDB_SORT 1
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#define SK_DISABLE_RENDER_TARGET_SORTING
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class GrAuditTrail;
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class GrCaps;
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@ -158,7 +158,7 @@ GrRenderTargetContext::GrRenderTargetContext(GrContext* context,
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, fInstancedPipelineInfo(fRenderTargetProxy.get())
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, fSurfaceProps(SkSurfacePropsCopyOrDefault(surfaceProps))
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, fManagedOpList(managedOpList) {
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#ifndef MDB_ALLOC_RESOURCES
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#ifdef SK_DISABLE_EXPLICIT_GPU_RESOURCE_ALLOCATION
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// MDB TODO: to ensure all resources still get allocated in the correct order in the hybrid
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// world we need to get the correct opList here so that it, in turn, can grab and hold
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// its rendertarget.
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