/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef DDLTileHelper_DEFINED #define DDLTileHelper_DEFINED #include "include/core/SkDeferredDisplayList.h" #include "include/core/SkRect.h" #include "include/core/SkRefCnt.h" #include "include/core/SkSurfaceCharacterization.h" #include "src/core/SkSpan.h" class DDLPromiseImageHelper; class PromiseImageCallbackContext; class SkCanvas; class SkData; class SkDeferredDisplayListRecorder; class SkPicture; class SkSurface; class SkSurfaceCharacterization; class SkTaskGroup; class DDLTileHelper { public: // The TileData class encapsulates the information and behavior of a single tile when // rendering with DDLs. class TileData { public: TileData(); ~TileData(); bool initialized() const { return fID != -1; } void init(int id, GrDirectContext*, const SkSurfaceCharacterization& dstChar, const SkIRect& clip, const SkIRect& paddingOutsets); // Create the DDL for this tile (i.e., fill in 'fDisplayList'). void createDDL(const SkPicture*); void dropDDL() { fDisplayList.reset(); } // Precompile all the programs required to draw this tile's DDL void precompile(GrDirectContext*); // Just draw the re-inflated per-tile SKP directly into this tile w/o going through a DDL // first. This is used for determining the overhead of using DDLs (i.e., it replaces // a 'createDDL' and 'draw' pair. void drawSKPDirectly(GrDirectContext*, const SkPicture*); // Replay the recorded DDL into the tile surface - filling in 'fBackendTexture'. void draw(GrDirectContext*); void reset(); int id() const { return fID; } SkIRect clipRect() const { return fClip; } SkISize paddedRectSize() const { return { fClip.width() + fPaddingOutsets.fLeft + fPaddingOutsets.fRight, fClip.height() + fPaddingOutsets.fTop + fPaddingOutsets.fBottom }; } SkIVector padOffset() const { return { fPaddingOutsets.fLeft, fPaddingOutsets.fTop }; } SkDeferredDisplayList* ddl() { return fDisplayList.get(); } sk_sp makePromiseImageForDst(sk_sp); void dropCallbackContext() { fCallbackContext.reset(); } static void CreateBackendTexture(GrDirectContext*, TileData*); static void DeleteBackendTexture(GrDirectContext*, TileData*); private: sk_sp makeWrappedTileDest(GrRecordingContext* context); sk_sp refCallbackContext() { return fCallbackContext; } int fID = -1; SkIRect fClip; // in the device space of the final SkSurface SkIRect fPaddingOutsets; // random padding for the output surface SkSurfaceCharacterization fPlaybackChar; // characterization for the tile's dst surface // The callback context holds (via its SkPromiseImageTexture) the backend texture // that is both wrapped in 'fTileSurface' and backs this tile's promise image // (i.e., the one returned by 'makePromiseImage'). sk_sp fCallbackContext; // 'fTileSurface' wraps the backend texture in 'fCallbackContext' and must exist until // after 'fDisplayList' has been flushed (bc it owns the proxy the DDL's destination // trampoline points at). // TODO: fix the ref-order so we don't need 'fTileSurface' here sk_sp fTileSurface; sk_sp fDisplayList; }; DDLTileHelper(GrDirectContext*, const SkSurfaceCharacterization& dstChar, const SkIRect& viewport, int numXDivisions, int numYDivisions, bool addRandomPaddingToDst); void kickOffThreadedWork(SkTaskGroup* recordingTaskGroup, SkTaskGroup* gpuTaskGroup, GrDirectContext*, SkPicture*); void createDDLsInParallel(SkPicture*); // Create the DDL that will compose all the tile images into a final result. void createComposeDDL(); const sk_sp& composeDDL() const { return fComposeDDL; } // For each tile, create its DDL and then draw it - all on a single thread. This is to allow // comparison w/ just drawing the SKP directly (i.e., drawAllTilesDirectly). The // DDL creations and draws are interleaved to prevent starvation of the GPU. // Note: this is somewhat of a misuse/pessimistic-use of DDLs since they are supposed to // be created on a separate thread. void interleaveDDLCreationAndDraw(GrDirectContext*, SkPicture*); // This draws all the per-tile SKPs directly into all of the tiles w/o converting them to // DDLs first - all on a single thread. void drawAllTilesDirectly(GrDirectContext*, SkPicture*); void dropCallbackContexts(); void resetAllTiles(); int numTiles() const { return fNumXDivisions * fNumYDivisions; } void createBackendTextures(SkTaskGroup*, GrDirectContext*); void deleteBackendTextures(SkTaskGroup*, GrDirectContext*); private: int fNumXDivisions; // number of tiles horizontally int fNumYDivisions; // number of tiles vertically SkAutoTArray fTiles; // 'fNumXDivisions' x 'fNumYDivisions' sk_sp fComposeDDL; const SkSurfaceCharacterization fDstCharacterization; }; #endif