Improve save layer handling in SkGpuDevice
http://codereview.appspot.com/5966048/ git-svn-id: http://skia.googlecode.com/svn/trunk@3563 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -29,14 +29,11 @@ class SK_API SkGpuDevice : public SkDevice {
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public:
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/**
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* New device that will create an offscreen renderTarget based on the
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* config, width, height.
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*
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* usage is a special flag that should only be set by SkCanvas
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* internally.
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* config, width, height. The device's storage will not count against
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* the GrContext's texture cache budget. The device's pixels will be
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* uninitialized.
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*/
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SkGpuDevice(GrContext*, SkBitmap::Config,
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int width, int height,
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SkDevice::Usage usage = SkDevice::kGeneral_Usage);
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SkGpuDevice(GrContext*, SkBitmap::Config, int width, int height);
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/**
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* New device that will render to the specified renderTarget.
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@ -118,14 +115,8 @@ public:
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protected:
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typedef GrContext::TextureCacheEntry TexCache;
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enum TexType {
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kBitmap_TexType,
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kDeviceRenderTarget_TexType,
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kSaveLayerDeviceRenderTarget_TexType
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};
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TexCache lockCachedTexture(const SkBitmap& bitmap,
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const GrSamplerState* sampler,
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TexType type = kBitmap_TexType);
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const GrSamplerState* sampler);
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bool isBitmapInTextureCache(const SkBitmap& bitmap,
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const GrSamplerState& sampler) const;
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void unlockCachedTexture(TexCache);
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@ -152,6 +143,9 @@ private:
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// called from rt and tex cons
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void initFromRenderTarget(GrContext*, GrRenderTarget*);
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// used by createCompatibleDevice
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SkGpuDevice(GrContext*, GrTexture* texture, TexCache, bool needClear);
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// override from SkDevice
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virtual SkDevice* onCreateCompatibleDevice(SkBitmap::Config config,
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int width, int height,
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@ -22,7 +22,7 @@
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#include "SkTLazy.h"
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#include "SkUtils.h"
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#define CACHE_LAYER_TEXTURES 1
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#define CACHE_COMPATIBLE_DEVICE_TEXTURES 1
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#if 0
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extern bool (*gShouldDrawProc)();
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@ -30,9 +30,11 @@
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do { \
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if (gShouldDrawProc && !gShouldDrawProc()) return; \
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this->prepareRenderTarget(draw); \
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GrAssert(!fNeedClear) \
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} while (0)
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#else
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#define CHECK_SHOULD_DRAW(draw) this->prepareRenderTarget(draw)
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#define CHECK_SHOULD_DRAW(draw) this->prepareRenderTarget(draw); \
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GrAssert(!fNeedClear)
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#endif
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// we use the same texture slot on GrPaint for bitmaps and shaders
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@ -59,6 +61,15 @@ enum {
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// requiring texture domain clamping to prevent color bleeding when drawing
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// a sub region of a larger source image.
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#define COLOR_BLEED_TOLERANCE SkFloatToScalar(0.001f)
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#define DO_DEFERRED_CLEAR \
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do { \
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if (fNeedClear) { \
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this->clear(NULL); \
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fNeedClear = false; \
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} \
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} while (false) \
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///////////////////////////////////////////////////////////////////////////////
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class SkGpuDevice::SkAutoCachedTexture : public ::SkNoncopyable {
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@ -193,9 +204,11 @@ void SkGpuDevice::initFromRenderTarget(GrContext* context,
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fTextContext = NULL;
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}
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SkGpuDevice::SkGpuDevice(GrContext* context, SkBitmap::Config config, int width,
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int height, Usage usage)
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: SkDevice(config, width, height, false /*isOpaque*/) {
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SkGpuDevice::SkGpuDevice(GrContext* context,
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SkBitmap::Config config,
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int width,
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int height)
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: SkDevice(config, width, height, false /*isOpaque*/) {
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fNeedPrepareRenderTarget = false;
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fDrawProcs = NULL;
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@ -212,19 +225,6 @@ SkGpuDevice::SkGpuDevice(GrContext* context, SkBitmap::Config config, int width,
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SkBitmap bm;
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bm.setConfig(config, width, height);
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#if CACHE_LAYER_TEXTURES
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TexType type = (kSaveLayer_Usage == usage) ?
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kSaveLayerDeviceRenderTarget_TexType :
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kDeviceRenderTarget_TexType;
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fCache = this->lockCachedTexture(bm, NULL, type);
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fTexture = fCache.texture();
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if (fTexture) {
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SkASSERT(NULL != fTexture->asRenderTarget());
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// hold a ref directly on fTexture (even though fCache has one) to match
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// other constructor paths. Simplifies cleanup.
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fTexture->ref();
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}
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#else
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const GrTextureDesc desc = {
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kRenderTarget_GrTextureFlagBit,
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width,
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@ -234,16 +234,13 @@ SkGpuDevice::SkGpuDevice(GrContext* context, SkBitmap::Config config, int width,
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};
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fTexture = fContext->createUncachedTexture(desc, NULL, 0);
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#endif
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if (NULL != fTexture) {
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fRenderTarget = fTexture->asRenderTarget();
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fRenderTarget->ref();
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GrAssert(NULL != fRenderTarget);
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// we defer the actual clear until our gainFocus()
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fNeedClear = true;
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// wrap the bitmap with a pixelref to expose our texture
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SkGrTexturePixelRef* pr = new SkGrTexturePixelRef(fTexture);
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this->setPixelRef(pr, 0)->unref();
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@ -278,6 +275,7 @@ SkGpuDevice::~SkGpuDevice() {
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///////////////////////////////////////////////////////////////////////////////
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void SkGpuDevice::makeRenderTargetCurrent() {
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DO_DEFERRED_CLEAR;
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fContext->setRenderTarget(fRenderTarget);
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fContext->flush(true);
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fNeedPrepareRenderTarget = true;
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@ -310,6 +308,7 @@ GrPixelConfig config8888_to_gr_config(SkCanvas::Config8888 config8888) {
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bool SkGpuDevice::onReadPixels(const SkBitmap& bitmap,
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int x, int y,
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SkCanvas::Config8888 config8888) {
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DO_DEFERRED_CLEAR;
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SkASSERT(SkBitmap::kARGB_8888_Config == bitmap.config());
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SkASSERT(!bitmap.isNull());
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SkASSERT(SkIRect::MakeWH(this->width(), this->height()).contains(SkIRect::MakeXYWH(x, y, bitmap.width(), bitmap.height())));
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@ -396,13 +395,11 @@ void SkGpuDevice::gainFocus(SkCanvas* canvas, const SkMatrix& matrix,
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convert_matrixclip(fContext, matrix, clipStack, clip, this->getOrigin());
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if (fNeedClear) {
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fContext->clear(NULL, 0x0);
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fNeedClear = false;
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}
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DO_DEFERRED_CLEAR;
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}
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SkGpuRenderTarget* SkGpuDevice::accessRenderTarget() {
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DO_DEFERRED_CLEAR;
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return (SkGpuRenderTarget*)fRenderTarget;
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}
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@ -596,6 +593,7 @@ inline bool skPaint2GrPaintShader(SkGpuDevice* dev,
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///////////////////////////////////////////////////////////////////////////////
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void SkGpuDevice::clear(SkColor color) {
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fContext->setRenderTarget(fRenderTarget);
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fContext->clear(NULL, color);
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}
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@ -1509,12 +1507,19 @@ void SkGpuDevice::drawSprite(const SkDraw& draw, const SkBitmap& bitmap,
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GR_Scalar1 * h / texture->height()));
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}
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void SkGpuDevice::drawDevice(const SkDraw& draw, SkDevice* dev,
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void SkGpuDevice::drawDevice(const SkDraw& draw, SkDevice* device,
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int x, int y, const SkPaint& paint) {
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// clear of the source device must occur before CHECK_SHOULD_DRAW
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SkGpuDevice* dev = static_cast<SkGpuDevice*>(dev);
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if (dev->fNeedClear) {
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// TODO: could check here whether we really need to draw at all
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dev->clear(0x0);
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}
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CHECK_SHOULD_DRAW(draw);
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GrPaint grPaint;
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if (!((SkGpuDevice*)dev)->bindDeviceAsTexture(&grPaint) ||
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if (!dev->bindDeviceAsTexture(&grPaint) ||
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!skPaint2GrPaintNoShader(paint, true, false, &grPaint)) {
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return;
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}
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@ -1809,55 +1814,35 @@ bool SkGpuDevice::filterTextFlags(const SkPaint& paint, TextFlags* flags) {
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}
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void SkGpuDevice::flush() {
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DO_DEFERRED_CLEAR;
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fContext->resolveRenderTarget(fRenderTarget);
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}
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///////////////////////////////////////////////////////////////////////////////
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SkGpuDevice::TexCache SkGpuDevice::lockCachedTexture(const SkBitmap& bitmap,
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const GrSamplerState* sampler,
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TexType type) {
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SkGpuDevice::TexCache SkGpuDevice::lockCachedTexture(
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const SkBitmap& bitmap,
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const GrSamplerState* sampler) {
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GrContext::TextureCacheEntry entry;
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GrContext* ctx = this->context();
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if (kBitmap_TexType != type) {
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const GrTextureDesc desc = {
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kRenderTarget_GrTextureFlagBit,
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bitmap.width(),
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bitmap.height(),
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SkGr::Bitmap2PixelConfig(bitmap),
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0 // samples
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};
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GrContext::ScratchTexMatch match;
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if (kSaveLayerDeviceRenderTarget_TexType == type) {
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// we know layers will only be drawn through drawDevice.
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// drawDevice has been made to work with content embedded in a
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// larger texture so its okay to use the approximate version.
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match = GrContext::kApprox_ScratchTexMatch;
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} else {
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SkASSERT(kDeviceRenderTarget_TexType == type);
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match = GrContext::kExact_ScratchTexMatch;
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}
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entry = ctx->lockScratchTexture(desc, match);
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} else {
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if (!bitmap.isVolatile()) {
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GrContext::TextureKey key = bitmap.getGenerationID();
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key |= ((uint64_t) bitmap.pixelRefOffset()) << 32;
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if (!bitmap.isVolatile()) {
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GrContext::TextureKey key = bitmap.getGenerationID();
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key |= ((uint64_t) bitmap.pixelRefOffset()) << 32;
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entry = ctx->findAndLockTexture(key, bitmap.width(),
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bitmap.height(), sampler);
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if (NULL == entry.texture()) {
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entry = sk_gr_create_bitmap_texture(ctx, key, sampler,
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bitmap);
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}
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} else {
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entry = sk_gr_create_bitmap_texture(ctx, gUNCACHED_KEY,
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sampler, bitmap);
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}
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entry = ctx->findAndLockTexture(key, bitmap.width(),
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bitmap.height(), sampler);
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if (NULL == entry.texture()) {
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GrPrintf("---- failed to create texture for cache [%d %d]\n",
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bitmap.width(), bitmap.height());
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entry = sk_gr_create_bitmap_texture(ctx, key, sampler,
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bitmap);
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}
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} else {
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entry = sk_gr_create_bitmap_texture(ctx, gUNCACHED_KEY,
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sampler, bitmap);
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}
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if (NULL == entry.texture()) {
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GrPrintf("---- failed to create texture for cache [%d %d]\n",
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bitmap.width(), bitmap.height());
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}
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return entry;
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}
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@ -1880,8 +1865,53 @@ SkDevice* SkGpuDevice::onCreateCompatibleDevice(SkBitmap::Config config,
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int width, int height,
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bool isOpaque,
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Usage usage) {
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return SkNEW_ARGS(SkGpuDevice,(this->context(), config,
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width, height, usage));
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GrTextureDesc desc;
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desc.fConfig = fRenderTarget->config();
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desc.fFlags = kRenderTarget_GrTextureFlagBit;
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desc.fWidth = width;
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desc.fHeight = height;
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desc.fSampleCnt = fRenderTarget->numSamples();
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GrContext::TextureCacheEntry cacheEntry;
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GrTexture* texture;
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SkAutoTUnref<GrTexture> tunref;
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// Skia's convention is to only clear a device if it is a non-opaque layer.
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bool needClear = !isOpaque && kSaveLayer_Usage == usage;
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#if CACHE_COMPATIBLE_DEVICE_TEXTURES
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// layers are never draw in repeat modes, so we can request an approx
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// match and ignore any padding.
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GrContext::ScratchTexMatch matchType = (kSaveLayer_Usage == usage) ?
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GrContext::kApprox_ScratchTexMatch :
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GrContext::kExact_ScratchTexMatch;
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cacheEntry = fContext->lockScratchTexture(desc, matchType);
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texture = cacheEntry.texture();
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#else
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tunref.reset(fContext->createUncachedTexture(desc, NULL, 0));
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texture = tunref.get();
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#endif
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if (texture) {
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return SkNEW_ARGS(SkGpuDevice,(fContext,
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texture,
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cacheEntry,
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needClear));
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} else {
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GrPrintf("---- failed to create compatible device texture [%d %d]\n",
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width, height);
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return NULL;
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}
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}
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SkGpuDevice::SkGpuDevice(GrContext* context,
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GrTexture* texture,
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TexCache cacheEntry,
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bool needClear)
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: SkDevice(make_bitmap(context, texture->asRenderTarget())) {
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GrAssert(texture && texture->asRenderTarget());
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GrAssert(NULL == cacheEntry.texture() || texture == cacheEntry.texture());
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this->initFromRenderTarget(context, texture->asRenderTarget());
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fCache = cacheEntry;
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fNeedClear = needClear;
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}
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GrTextContext* SkGpuDevice::getTextContext() {
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