/* * Copyright 2019 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrContextThreadSafeProxy_DEFINED #define GrContextThreadSafeProxy_DEFINED #include "include/core/SkImageInfo.h" #include "include/core/SkRefCnt.h" #include "include/gpu/GrContextOptions.h" #include "include/gpu/GrTypes.h" #include class GrBackendFormat; class GrCaps; class GrContextThreadSafeProxyPriv; class GrTextBlobCache; class GrThreadSafeCache; class SkSurfaceCharacterization; class SkSurfaceProps; /** * Can be used to perform actions related to the generating GrContext in a thread safe manner. The * proxy does not access the 3D API (e.g. OpenGL) that backs the generating GrContext. */ class SK_API GrContextThreadSafeProxy final : public SkNVRefCnt { public: ~GrContextThreadSafeProxy(); /** * Create a surface characterization for a DDL that will be replayed into the GrContext * that created this proxy. On failure the resulting characterization will be invalid (i.e., * "!c.isValid()"). * * @param cacheMaxResourceBytes The max resource bytes limit that will be in effect * when the DDL created with this characterization is * replayed. * Note: the contract here is that the DDL will be * created as if it had a full 'cacheMaxResourceBytes' * to use. If replayed into a GrContext that already has * locked GPU memory, the replay can exceed the budget. * To rephrase, all resource allocation decisions are * made at record time and at playback time the budget * limits will be ignored. * @param ii The image info specifying properties of the SkSurface * that the DDL created with this characterization will * be replayed into. * Note: Ganesh doesn't make use of the SkImageInfo's * alphaType * @param backendFormat Information about the format of the GPU surface that * will back the SkSurface upon replay * @param sampleCount The sample count of the SkSurface that the DDL * created with this characterization will be replayed * into * @param origin The origin of the SkSurface that the DDL created with * this characterization will be replayed into * @param surfaceProps The surface properties of the SkSurface that the DDL * created with this characterization will be replayed * into * @param isMipMapped Will the surface the DDL will be replayed into have * space allocated for mipmaps? * @param willUseGLFBO0 Will the surface the DDL will be replayed into be * backed by GL FBO 0. This flag is only valid if using * an GL backend. * @param isTextureable Will the surface be able to act as a texture? * @param isProtected Will the (Vulkan) surface be DRM protected? * @param vkRTSupportsInputAttachment Can the vulkan surface be used as in input attachment? * @param forVulkanSecondaryCommandBuffer Will the surface be wrapping a vulkan secondary * command buffer via a GrVkSecondaryCBDrawContext? If * this is true then the following is required: * isTexureable = false * isMipMapped = false * willUseGLFBO0 = false * vkRTSupportsInputAttachment = false */ SkSurfaceCharacterization createCharacterization( size_t cacheMaxResourceBytes, const SkImageInfo& ii, const GrBackendFormat& backendFormat, int sampleCount, GrSurfaceOrigin origin, const SkSurfaceProps& surfaceProps, bool isMipMapped, bool willUseGLFBO0 = false, bool isTextureable = true, GrProtected isProtected = GrProtected::kNo, bool vkRTSupportsInputAttachment = false, bool forVulkanSecondaryCommandBuffer = false); /* * Retrieve the default GrBackendFormat for a given SkColorType and renderability. * It is guaranteed that this backend format will be the one used by the following * SkColorType and SkSurfaceCharacterization-based createBackendTexture methods. * * The caller should check that the returned format is valid. */ GrBackendFormat defaultBackendFormat(SkColorType ct, GrRenderable renderable) const; bool isValid() const { return nullptr != fCaps; } bool operator==(const GrContextThreadSafeProxy& that) const { // Each GrContext should only ever have a single thread-safe proxy. SkASSERT((this == &that) == (this->fContextID == that.fContextID)); return this == &that; } bool operator!=(const GrContextThreadSafeProxy& that) const { return !(*this == that); } // Provides access to functions that aren't part of the public API. GrContextThreadSafeProxyPriv priv(); const GrContextThreadSafeProxyPriv priv() const; // NOLINT(readability-const-return-type) private: friend class GrContextThreadSafeProxyPriv; // for ctor and hidden methods // DDL TODO: need to add unit tests for backend & maybe options GrContextThreadSafeProxy(GrBackendApi, const GrContextOptions&); void abandonContext(); bool abandoned() const; // TODO: This should be part of the constructor but right now we have a chicken-and-egg problem // with GrContext where we get the caps by creating a GPU which requires a context (see the // `init` method on GrContext_Base). void init(sk_sp); const GrBackendApi fBackend; const GrContextOptions fOptions; const uint32_t fContextID; sk_sp fCaps; std::unique_ptr fTextBlobCache; std::unique_ptr fThreadSafeCache; std::atomic fAbandoned{false}; }; #endif