/* * Copyright 2010 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrContext_DEFINED #define GrContext_DEFINED #include "include/core/SkMatrix.h" #include "include/core/SkPathEffect.h" #include "include/core/SkTypes.h" #include "include/gpu/GrBackendSurface.h" #include "include/gpu/GrContextOptions.h" #include "include/gpu/GrRecordingContext.h" // We shouldn't need this but currently Android is relying on this being include transitively. #include "include/core/SkUnPreMultiply.h" class GrAtlasManager; class GrBackendSemaphore; class GrCaps; class GrClientMappedBufferManager; class GrContextPriv; class GrContextThreadSafeProxy; struct GrD3DBackendContext; class GrFragmentProcessor; struct GrGLInterface; class GrGpu; struct GrMockOptions; class GrPath; class GrRenderTargetContext; class GrResourceCache; class GrResourceProvider; class GrSmallPathAtlasMgr; class GrStrikeCache; class GrSurfaceProxy; class GrSwizzle; class GrTextureProxy; struct GrVkBackendContext; class SkImage; class SkString; class SkSurfaceCharacterization; class SkSurfaceProps; class SkTaskGroup; class SkTraceMemoryDump; class SK_API GrContext : public GrRecordingContext { public: ~GrContext() override; // TODO: Remove this from public after migrating Chrome. sk_sp threadSafeProxy(); /** * The GrContext normally assumes that no outsider is setting state * within the underlying 3D API's context/device/whatever. This call informs * the context that the state was modified and it should resend. Shouldn't * be called frequently for good performance. * The flag bits, state, is dpendent on which backend is used by the * context, either GL or D3D (possible in future). */ void resetContext(uint32_t state = kAll_GrBackendState); /** * If the backend is GrBackendApi::kOpenGL, then all texture unit/target combinations for which * the GrContext has modified the bound texture will have texture id 0 bound. This does not * flush the GrContext. Calling resetContext() does not change the set that will be bound * to texture id 0 on the next call to resetGLTextureBindings(). After this is called * all unit/target combinations are considered to have unmodified bindings until the GrContext * subsequently modifies them (meaning if this is called twice in a row with no intervening * GrContext usage then the second call is a no-op.) */ void resetGLTextureBindings(); /** * Abandons all GPU resources and assumes the underlying backend 3D API context is no longer * usable. Call this if you have lost the associated GPU context, and thus internal texture, * buffer, etc. references/IDs are now invalid. Calling this ensures that the destructors of the * GrContext and any of its created resource objects will not make backend 3D API calls. Content * rendered but not previously flushed may be lost. After this function is called all subsequent * calls on the GrContext will fail or be no-ops. * * The typical use case for this function is that the underlying 3D context was lost and further * API calls may crash. * * For Vulkan, even if the device becomes lost, the VkQueue, VkDevice, or VkInstance used to * create the GrContext must be kept alive even after abandoning the context. Those objects must * live for the lifetime of the GrContext object itself. The reason for this is so that * we can continue to delete any outstanding GrBackendTextures/RenderTargets which must be * cleaned up even in a device lost state. */ void abandonContext() override; /** * Returns true if the context was abandoned or if the if the backend specific context has * gotten into an unrecoverarble, lost state (e.g. in Vulkan backend if we've gotten a * VK_ERROR_DEVICE_LOST). If the backend context is lost, this call will also abandon the * GrContext. */ bool abandoned() override; /** * Checks if the underlying 3D API reported an out-of-memory error. If this returns true it is * reset and will return false until another out-of-memory error is reported by the 3D API. If * the context is abandoned then this will report false. * * Currently this is implemented for: * * OpenGL [ES] - Note that client calls to glGetError() may swallow GL_OUT_OF_MEMORY errors and * therefore hide the error from Skia. Also, it is not advised to use this in combination with * enabling GrContextOptions::fSkipGLErrorChecks. That option may prevent GrContext from ever * checking the GL context for OOM. * * Vulkan - Reports true if VK_ERROR_OUT_OF_HOST_MEMORY or VK_ERROR_OUT_OF_DEVICE_MEMORY has * occurred. */ bool oomed(); /** * This is similar to abandonContext() however the underlying 3D context is not yet lost and * the GrContext will cleanup all allocated resources before returning. After returning it will * assume that the underlying context may no longer be valid. * * The typical use case for this function is that the client is going to destroy the 3D context * but can't guarantee that GrContext will be destroyed first (perhaps because it may be ref'ed * elsewhere by either the client or Skia objects). * * For Vulkan, even if the device becomes lost, the VkQueue, VkDevice, or VkInstance used to * create the GrContext must be alive before calling releaseResourcesAndAbandonContext. */ virtual void releaseResourcesAndAbandonContext(); /////////////////////////////////////////////////////////////////////////// // Resource Cache /** DEPRECATED * Return the current GPU resource cache limits. * * @param maxResources If non-null, will be set to -1. * @param maxResourceBytes If non-null, returns maximum number of bytes of * video memory that can be held in the cache. */ void getResourceCacheLimits(int* maxResources, size_t* maxResourceBytes) const; /** * Return the current GPU resource cache limit in bytes. */ size_t getResourceCacheLimit() const; /** * Gets the current GPU resource cache usage. * * @param resourceCount If non-null, returns the number of resources that are held in the * cache. * @param maxResourceBytes If non-null, returns the total number of bytes of video memory held * in the cache. */ void getResourceCacheUsage(int* resourceCount, size_t* resourceBytes) const; /** * Gets the number of bytes in the cache consumed by purgeable (e.g. unlocked) resources. */ size_t getResourceCachePurgeableBytes() const; /** DEPRECATED * Specify the GPU resource cache limits. If the current cache exceeds the maxResourceBytes * limit, it will be purged (LRU) to keep the cache within the limit. * * @param maxResources Unused. * @param maxResourceBytes The maximum number of bytes of video memory * that can be held in the cache. */ void setResourceCacheLimits(int maxResources, size_t maxResourceBytes); /** * Specify the GPU resource cache limit. If the cache currently exceeds this limit, * it will be purged (LRU) to keep the cache within the limit. * * @param maxResourceBytes The maximum number of bytes of video memory * that can be held in the cache. */ void setResourceCacheLimit(size_t maxResourceBytes); /** * Frees GPU created by the context. Can be called to reduce GPU memory * pressure. */ virtual void freeGpuResources(); /** * Purge GPU resources that haven't been used in the past 'msNotUsed' milliseconds or are * otherwise marked for deletion, regardless of whether the context is under budget. */ void performDeferredCleanup(std::chrono::milliseconds msNotUsed); // Temporary compatibility API for Android. void purgeResourcesNotUsedInMs(std::chrono::milliseconds msNotUsed) { this->performDeferredCleanup(msNotUsed); } /** * Purge unlocked resources from the cache until the the provided byte count has been reached * or we have purged all unlocked resources. The default policy is to purge in LRU order, but * can be overridden to prefer purging scratch resources (in LRU order) prior to purging other * resource types. * * @param maxBytesToPurge the desired number of bytes to be purged. * @param preferScratchResources If true scratch resources will be purged prior to other * resource types. */ void purgeUnlockedResources(size_t bytesToPurge, bool preferScratchResources); /** * This entry point is intended for instances where an app has been backgrounded or * suspended. * If 'scratchResourcesOnly' is true all unlocked scratch resources will be purged but the * unlocked resources with persistent data will remain. If 'scratchResourcesOnly' is false * then all unlocked resources will be purged. * In either case, after the unlocked resources are purged a separate pass will be made to * ensure that resource usage is under budget (i.e., even if 'scratchResourcesOnly' is true * some resources with persistent data may be purged to be under budget). * * @param scratchResourcesOnly If true only unlocked scratch resources will be purged prior * enforcing the budget requirements. */ void purgeUnlockedResources(bool scratchResourcesOnly); /** * Gets the maximum supported texture size. */ using GrRecordingContext::maxTextureSize; /** * Gets the maximum supported render target size. */ using GrRecordingContext::maxRenderTargetSize; /** * Can a SkImage be created with the given color type. */ using GrRecordingContext::colorTypeSupportedAsImage; /** * Can a SkSurface be created with the given color type. To check whether MSAA is supported * use maxSurfaceSampleCountForColorType(). */ using GrRecordingContext::colorTypeSupportedAsSurface; /** * Gets the maximum supported sample count for a color type. 1 is returned if only non-MSAA * rendering is supported for the color type. 0 is returned if rendering to this color type * is not supported at all. */ using GrRecordingContext::maxSurfaceSampleCountForColorType; /////////////////////////////////////////////////////////////////////////// // Misc. /** * Inserts a list of GPU semaphores that the current GPU-backed API must wait on before * executing any more commands on the GPU. If this call returns false, then the GPU back-end * will not wait on any passed in semaphores, and the client will still own the semaphores, * regardless of the value of deleteSemaphoresAfterWait. * * If deleteSemaphoresAfterWait is false then Skia will not delete the semaphores. In this case * it is the client's responsibility to not destroy or attempt to reuse the semaphores until it * knows that Skia has finished waiting on them. This can be done by using finishedProcs on * flush calls. */ bool wait(int numSemaphores, const GrBackendSemaphore* waitSemaphores, bool deleteSemaphoresAfterWait = true); /** * Call to ensure all drawing to the context has been flushed and submitted to the underlying 3D * API. This is equivalent to calling GrContext::flush with a default GrFlushInfo followed by * GrContext::submit(syncCpu). */ void flushAndSubmit(bool syncCpu = false) { this->flush(GrFlushInfo()); this->submit(syncCpu); } /** * Call to ensure all drawing to the context has been flushed to underlying 3D API specific * objects. A call to GrContext::submit is always required to ensure work is actually sent to * the gpu. Some specific API details: * GL: Commands are actually sent to the driver, but glFlush is never called. Thus some * sync objects from the flush will not be valid until a submission occurs. * * Vulkan/Metal/D3D/Dawn: Commands are recorded to the backend APIs corresponding command * buffer or encoder objects. However, these objects are not sent to the gpu until a * submission occurs. * * If the return is GrSemaphoresSubmitted::kYes, only initialized GrBackendSemaphores will be * submitted to the gpu during the next submit call (it is possible Skia failed to create a * subset of the semaphores). The client should not wait on these semaphores until after submit * has been called, and must keep them alive until then. If this call returns * GrSemaphoresSubmitted::kNo, the GPU backend will not submit any semaphores to be signaled on * the GPU. Thus the client should not have the GPU wait on any of the semaphores passed in with * the GrFlushInfo. Regardless of whether semaphores were submitted to the GPU or not, the * client is still responsible for deleting any initialized semaphores. * Regardleess of semaphore submission the context will still be flushed. It should be * emphasized that a return value of GrSemaphoresSubmitted::kNo does not mean the flush did not * happen. It simply means there were no semaphores submitted to the GPU. A caller should only * take this as a failure if they passed in semaphores to be submitted. */ GrSemaphoresSubmitted flush(const GrFlushInfo& info); void flush() { this->flush({}); } /** * Submit outstanding work to the gpu from all previously un-submitted flushes. The return * value of the submit will indicate whether or not the submission to the GPU was successful. * * If the call returns true, all previously passed in semaphores in flush calls will have been * submitted to the GPU and they can safely be waited on. The caller should wait on those * semaphores or perform some other global synchronization before deleting the semaphores. * * If it returns false, then those same semaphores will not have been submitted and we will not * try to submit them again. The caller is free to delete the semaphores at any time. * * If the syncCpu flag is true this function will return once the gpu has finished with all * submitted work. */ bool submit(bool syncCpu = false); /** * Checks whether any asynchronous work is complete and if so calls related callbacks. */ void checkAsyncWorkCompletion(); // Provides access to functions that aren't part of the public API. GrContextPriv priv(); const GrContextPriv priv() const; // NOLINT(readability-const-return-type) /** Enumerates all cached GPU resources and dumps their memory to traceMemoryDump. */ // Chrome is using this! void dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const; bool supportsDistanceFieldText() const; void storeVkPipelineCacheData(); // Returns the gpu memory size of the the texture that backs the passed in SkImage. Returns 0 if // the SkImage is not texture backed. For external format textures this will also return 0 as we // cannot determine the correct size. static size_t ComputeImageSize(sk_sp image, GrMipmapped, bool useNextPow2 = 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 { return INHERITED::defaultBackendFormat(ct, renderable); } /** * The explicitly allocated backend texture API allows clients to use Skia to create backend * objects outside of Skia proper (i.e., Skia's caching system will not know about them.) * * It is the client's responsibility to delete all these objects (using deleteBackendTexture) * before deleting the GrContext used to create them. If the backend is Vulkan, the textures must * be deleted before abandoning the GrContext as well. Additionally, clients should only delete * these objects on the thread for which that GrContext is active. * * The client is responsible for ensuring synchronization between different uses * of the backend object (i.e., wrapping it in a surface, rendering to it, deleting the * surface, rewrapping it in a image and drawing the image will require explicit * sychronization on the client's part). */ /** * If possible, create an uninitialized backend texture. The client should ensure that the * returned backend texture is valid. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_UNDEFINED. */ GrBackendTexture createBackendTexture(int width, int height, const GrBackendFormat&, GrMipmapped, GrRenderable, GrProtected = GrProtected::kNo); /** * If possible, create an uninitialized backend texture. The client should ensure that the * returned backend texture is valid. * If successful, the created backend texture will be compatible with the provided * SkColorType. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_UNDEFINED. */ GrBackendTexture createBackendTexture(int width, int height, SkColorType, GrMipmapped, GrRenderable, GrProtected = GrProtected::kNo); /** * If possible, create a backend texture initialized to a particular color. The client should * ensure that the returned backend texture is valid. The client can pass in a finishedProc * to be notified when the data has been uploaded by the gpu and the texture can be deleted. The * client is required to call GrContext::submit to send the upload work to the gpu. The * finishedProc will always get called even if we failed to create the GrBackendTexture. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ GrBackendTexture createBackendTexture(int width, int height, const GrBackendFormat&, const SkColor4f& color, GrMipmapped, GrRenderable, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); /** * If possible, create a backend texture initialized to a particular color. The client should * ensure that the returned backend texture is valid. The client can pass in a finishedProc * to be notified when the data has been uploaded by the gpu and the texture can be deleted. The * client is required to call GrContext::submit to send the upload work to the gpu. The * finishedProc will always get called even if we failed to create the GrBackendTexture. * If successful, the created backend texture will be compatible with the provided * SkColorType. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ GrBackendTexture createBackendTexture(int width, int height, SkColorType, const SkColor4f& color, GrMipmapped, GrRenderable, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); /** * If possible, create a backend texture initialized with the provided pixmap data. The client * should ensure that the returned backend texture is valid. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call GrContext::submit to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture. * If successful, the created backend texture will be compatible with the provided * pixmap(s). Compatible, in this case, means that the backend format will be the result * of calling defaultBackendFormat on the base pixmap's colortype. The src data can be deleted * when this call returns. * If numLevels is 1 a non-mipMapped texture will result. If a mipMapped texture is desired * the data for all the mipmap levels must be provided. In the mipmapped case all the * colortypes of the provided pixmaps must be the same. Additionally, all the miplevels * must be sized correctly (please see SkMipmap::ComputeLevelSize and ComputeLevelCount). * Note: the pixmap's alphatypes and colorspaces are ignored. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ GrBackendTexture createBackendTexture(const SkPixmap srcData[], int numLevels, GrRenderable, GrProtected, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); // Helper version of above for a single level. GrBackendTexture createBackendTexture(const SkPixmap& srcData, GrRenderable renderable, GrProtected isProtected, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr) { return this->createBackendTexture(&srcData, 1, renderable, isProtected, finishedProc, finishedContext); } /** * If possible, updates a backend texture to be filled to a particular color. The client should * check the return value to see if the update was successful. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call GrContext::submit to send the upload work to the gpu. * The finishedProc will always get called even if we failed to update the GrBackendTexture. * For the Vulkan backend after a successful update the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ bool updateBackendTexture(const GrBackendTexture&, const SkColor4f& color, GrGpuFinishedProc finishedProc, GrGpuFinishedContext finishedContext); /** * If possible, updates a backend texture to be filled to a particular color. The data in * GrBackendTexture and passed in color is interpreted with respect to the passed in * SkColorType. The client should check the return value to see if the update was successful. * The client can pass in a finishedProc to be notified when the data has been uploaded by the * gpu and the texture can be deleted. The client is required to call GrContext::submit to send * the upload work to the gpu. The finishedProc will always get called even if we failed to * update the GrBackendTexture. * For the Vulkan backend after a successful update the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ bool updateBackendTexture(const GrBackendTexture&, SkColorType skColorType, const SkColor4f& color, GrGpuFinishedProc finishedProc, GrGpuFinishedContext finishedContext); /** * If possible, updates a backend texture filled with the provided pixmap data. The client * should check the return value to see if the update was successful. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call GrContext::submit to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture. * The backend texture must be compatible with the provided pixmap(s). Compatible, in this case, * means that the backend format is compatible with the base pixmap's colortype. The src data * can be deleted when this call returns. * If the backend texture is mip mapped, the data for all the mipmap levels must be provided. * In the mipmapped case all the colortypes of the provided pixmaps must be the same. * Additionally, all the miplevels must be sized correctly (please see * SkMipmap::ComputeLevelSize and ComputeLevelCount). * Note: the pixmap's alphatypes and colorspaces are ignored. * For the Vulkan backend after a successful update the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ bool updateBackendTexture(const GrBackendTexture&, const SkPixmap srcData[], int numLevels, GrGpuFinishedProc finishedProc, GrGpuFinishedContext finishedContext); /** * Retrieve the GrBackendFormat for a given SkImage::CompressionType. This is * guaranteed to match the backend format used by the following * createCompressedsBackendTexture methods that take a CompressionType. * The caller should check that the returned format is valid. */ GrBackendFormat compressedBackendFormat(SkImage::CompressionType compression) const { return INHERITED::compressedBackendFormat(compression); } /** *If possible, create a compressed backend texture initialized to a particular color. The * client should ensure that the returned backend texture is valid. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call GrContext::submit to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ GrBackendTexture createCompressedBackendTexture(int width, int height, const GrBackendFormat&, const SkColor4f& color, GrMipmapped, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); GrBackendTexture createCompressedBackendTexture(int width, int height, SkImage::CompressionType, const SkColor4f& color, GrMipmapped, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); /** * If possible, create a backend texture initialized with the provided raw data. The client * should ensure that the returned backend texture is valid. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call GrContext::submit to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture * If numLevels is 1 a non-mipMapped texture will result. If a mipMapped texture is desired * the data for all the mipmap levels must be provided. Additionally, all the miplevels * must be sized correctly (please see SkMipmap::ComputeLevelSize and ComputeLevelCount). * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ GrBackendTexture createCompressedBackendTexture(int width, int height, const GrBackendFormat&, const void* data, size_t dataSize, GrMipmapped, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); GrBackendTexture createCompressedBackendTexture(int width, int height, SkImage::CompressionType, const void* data, size_t dataSize, GrMipmapped, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); /** * If possible, updates a backend texture filled with the provided color. If the texture is * mipmapped, all levels of the mip chain will be updated to have the supplied color. The client * should check the return value to see if the update was successful. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call GrContext::submit to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture. * For the Vulkan backend after a successful update the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ bool updateCompressedBackendTexture(const GrBackendTexture&, const SkColor4f& color, GrGpuFinishedProc finishedProc, GrGpuFinishedContext finishedContext); /** * If possible, updates a backend texture filled with the provided raw data. The client * should check the return value to see if the update was successful. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call GrContext::submit to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture. * If a mipMapped texture is passed in, the data for all the mipmap levels must be provided. * Additionally, all the miplevels must be sized correctly (please see * SkMipMap::ComputeLevelSize and ComputeLevelCount). * For the Vulkan backend after a successful update the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ bool updateCompressedBackendTexture(const GrBackendTexture&, const void* data, size_t dataSize, GrGpuFinishedProc finishedProc, GrGpuFinishedContext finishedContext); /** * Updates the state of the GrBackendTexture/RenderTarget to have the passed in * GrBackendSurfaceMutableState. All objects that wrap the backend surface (i.e. SkSurfaces and * SkImages) will also be aware of this state change. This call does not submit the state change * to the gpu, but requires the client to call GrContext::submit to send it to the GPU. The work * for this call is ordered linearly with all other calls that require GrContext::submit to be * called (e.g updateBackendTexture and flush). If finishedProc is not null then it will be * called with finishedContext after the state transition is known to have occurred on the GPU. * * See GrBackendSurfaceMutableState to see what state can be set via this call. * * If the backend API is Vulkan, the caller can set the GrBackendSurfaceMutableState's * VkImageLayout to VK_IMAGE_LAYOUT_UNDEFINED or queueFamilyIndex to VK_QUEUE_FAMILY_IGNORED to * tell Skia to not change those respective states. * * If previousState is not null and this returns true, then Skia will have filled in * previousState to have the values of the state before this call. */ bool setBackendTextureState(const GrBackendTexture&, const GrBackendSurfaceMutableState&, GrBackendSurfaceMutableState* previousState = nullptr, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); bool setBackendRenderTargetState(const GrBackendRenderTarget&, const GrBackendSurfaceMutableState&, GrBackendSurfaceMutableState* previousState = nullptr, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); void deleteBackendTexture(GrBackendTexture); // This interface allows clients to pre-compile shaders and populate the runtime program cache. // The key and data blobs should be the ones passed to the PersistentCache, in SkSL format. // // Steps to use this API: // // 1) Create a GrContext as normal, but set fPersistentCache on GrContextOptions to something // that will save the cached shader blobs. Set fShaderCacheStrategy to kSkSL. This will // ensure that the blobs are SkSL, and are suitable for pre-compilation. // 2) Run your application, and save all of the key/data pairs that are fed to the cache. // // 3) Switch over to shipping your application. Include the key/data pairs from above. // 4) At startup (or any convenient time), call precompileShader for each key/data pair. // This will compile the SkSL to create a GL program, and populate the runtime cache. // // This is only guaranteed to work if the context/device used in step #2 are created in the // same way as the one used in step #4, and the same GrContextOptions are specified. // Using cached shader blobs on a different device or driver are undefined. bool precompileShader(const SkData& key, const SkData& data); #ifdef SK_ENABLE_DUMP_GPU /** Returns a string with detailed information about the context & GPU, in JSON format. */ SkString dump() const; #endif protected: GrContext(sk_sp); bool init() override; virtual GrAtlasManager* onGetAtlasManager() = 0; virtual GrSmallPathAtlasMgr* onGetSmallPathAtlasMgr() = 0; private: friend class GrDirectContext; // for access to fGpu // fTaskGroup must appear before anything that uses it (e.g. fGpu), so that it is destroyed // after all of its users. Clients of fTaskGroup will generally want to ensure that they call // wait() on it as they are being destroyed, to avoid the possibility of pending tasks being // invoked after objects they depend upon have already been destroyed. std::unique_ptr fTaskGroup; std::unique_ptr fStrikeCache; sk_sp fGpu; GrResourceCache* fResourceCache; GrResourceProvider* fResourceProvider; bool fDidTestPMConversions; // true if the PM/UPM conversion succeeded; false otherwise bool fPMUPMConversionsRoundTrip; GrContextOptions::PersistentCache* fPersistentCache; GrContextOptions::ShaderErrorHandler* fShaderErrorHandler; std::unique_ptr fMappedBufferManager; // TODO: have the GrClipStackClip use renderTargetContexts and rm this friending friend class GrContextPriv; using INHERITED = GrRecordingContext; }; #endif