[graphite] Use SkTDArray in SkPaintParamsKeyBuilder
SkTArray::reset() got rid of any reserved space, so previously we never actually got to a high-water allocation. Updated the stack to use SkTDArray just for consistency so we only had to include that instead of <vector>, too. Cq-Include-Trybots: luci.skia.skia.primary:Build-Mac-Clang-arm64-Debug-ASAN_Graphite,Build-Mac-Clang-arm64-Debug-Graphite,Build-Mac-Clang-arm64-Debug-Graphite_NoGpu,Build-Mac-Clang-arm64-Debug-iOS_Graphite,Build-Mac-Clang-arm64-Release-Graphite,Build-Mac-Clang-arm64-Release-iOS_Graphite,Build-Mac-Clang-x86_64-Debug-Graphite,Build-Mac-Clang-x86_64-Release-Graphite,Perf-Mac10.15.7-Clang-MacBookPro11.5-GPU-RadeonHD8870M-x86_64-Release-All-Graphite,Perf-Mac11-Clang-MacMini9.1-GPU-AppleM1-arm64-Release-All-Graphite,Test-Mac11-Clang-MacMini9.1-GPU-AppleM1-arm64-Debug-All-ASAN_Graphite,Test-Mac10.15.7-Clang-MacBookPro11.5-GPU-RadeonHD8870M-x86_64-Debug-All-Graphite,Test-Mac11-Clang-MacMini9.1-GPU-AppleM1-arm64-Release-All-Graphite,Test-Mac12-Clang-MacBookPro16.2-GPU-IntelIrisPlus-x86_64-Debug-All-Graphite Change-Id: I94c9a38d0e630c7d7f1a3eeeb85076067e066a2f Reviewed-on: https://skia-review.googlesource.com/c/skia/+/524000 Reviewed-by: Robert Phillips <robertphillips@google.com> Reviewed-by: Ben Wagner <bungeman@google.com> Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Michael Ludwig <michaelludwig@google.com>
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@ -33,11 +33,8 @@ public:
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constexpr SkSpan(const SkSpan<U>& that) : fPtr(that.data()), fSize{that.size()} {}
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constexpr SkSpan(const SkSpan& o) = default;
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constexpr SkSpan& operator=(const SkSpan& that) {
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fPtr = that.fPtr;
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fSize = that.fSize;
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return *this;
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}
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constexpr SkSpan& operator=(const SkSpan& that) = default;
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constexpr T& operator [] (size_t i) const {
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SkASSERT(i < this->size());
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return fPtr[i];
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@ -58,7 +58,6 @@ void SkPaintParamsKeyBuilder::beginBlock(int codeSnippetID) {
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SkASSERT(!this->isLocked());
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fData.reserve_back(SkPaintParamsKey::kBlockHeaderSizeInBytes);
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fStack.push_back({ codeSnippetID, this->sizeInBytes(),
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SkDEBUGCODE(kHeaderExpectations, 0) });
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@ -102,7 +101,7 @@ void SkPaintParamsKeyBuilder::endBlock() {
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fData[headerOffset+SkPaintParamsKey::kBlockSizeOffsetInBytes] = blockSize;
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fStack.pop_back();
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fStack.pop();
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#ifdef SK_DEBUG
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if (!fStack.empty()) {
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@ -140,7 +139,7 @@ void SkPaintParamsKeyBuilder::addBytes(uint32_t numBytes, const uint8_t* data) {
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SkASSERT(!this->isLocked());
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fData.push_back_n(numBytes, data);
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fData.append(numBytes, data);
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}
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SkPaintParamsKey SkPaintParamsKeyBuilder::lockAsKey() {
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@ -154,17 +153,17 @@ SkPaintParamsKey SkPaintParamsKeyBuilder::lockAsKey() {
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// Partially reset for reuse. Note that the key resulting from this call will be holding a lock
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// on this builder and must be deleted before this builder is fully reset.
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fIsValid = true;
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fStack.clear();
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fStack.rewind();
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return SkPaintParamsKey(SkMakeSpan(fData.data(), fData.count()), this);
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return SkPaintParamsKey(SkMakeSpan(fData.begin(), fData.count()), this);
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}
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void SkPaintParamsKeyBuilder::makeInvalid() {
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SkASSERT(fIsValid);
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SkASSERT(!this->isLocked());
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fStack.clear();
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fData.reset();
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fStack.rewind();
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fData.rewind();
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this->beginBlock(SkBuiltInCodeSnippetID::kError);
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this->endBlock();
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@ -10,12 +10,11 @@
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#include "include/core/SkSpan.h"
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#include "include/core/SkTypes.h"
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#include "include/private/SkTArray.h"
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#include "include/private/SkTDArray.h"
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#include "src/core/SkBuiltInCodeSnippetID.h"
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#include <array>
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#include <limits>
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#include <vector>
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enum class SkBackend : uint8_t {
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kGanesh,
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@ -195,7 +194,7 @@ public:
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void unlock() {
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SkASSERT(fLocked);
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fData.reset();
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fData.rewind();
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SkDEBUGCODE(fLocked = false;)
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SkDEBUGCODE(this->checkReset();)
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}
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@ -215,15 +214,18 @@ private:
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#endif
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};
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bool fIsValid = true;
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const SkShaderCodeDictionary* fDict;
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const SkBackend fBackend;
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std::vector<StackFrame> fStack;
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// TODO: It is probably overkill but we could encode the SkBackend in the first byte of
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// the key.
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const SkBackend fBackend;
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bool fIsValid = true;
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SkDEBUGCODE(bool fLocked = false;)
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SkTArray<uint8_t, true> fData;
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// Use SkTDArray so that we can guarantee that rewind() preserves the underlying storage and
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// repeated use of the builder will hit a high-water mark and avoid lots of allocations.
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SkTDArray<StackFrame> fStack;
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SkTDArray<uint8_t> fData;
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};
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#endif // SkPaintParamsKey_DEFINED
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