skia2/tools/DDLPromiseImageHelper.h
Robert Phillips 96601084b3 Add DDL to SKPBench
Most of this CL is just repackaging the promise image and tile
code from ViaDDL for reuse by SKPBench.

Change-Id: Ie5003c36fe85cc5be9639552f9488b8e92dcdbbf
Reviewed-on: https://skia-review.googlesource.com/129805
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
2018-05-30 10:12:08 +00:00

145 lines
5.6 KiB
C++

/*
* 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 PromiseImageHelper_DEFINED
#define PromiseImageHelper_DEFINED
#include "SkBitmap.h"
#include "SkTArray.h"
#if SK_SUPPORT_GPU
#include "GrBackendSurface.h"
class GrContext;
class SkDeferredDisplayListRecorder;
class SkImage;
class SkPicture;
// This class consolidates tracking & extraction of the original image data from an skp,
// the upload of said data to the GPU and the fulfillment of promise images.
//
// The way this works is:
// the original skp is converted to SkData and all its image info is extracted into this
// class and only indices into this class are left in the SkData (via deflateSKP)
//
// Prior to replaying in threads, all the images stored in this class are uploaded to the
// gpu and PromiseImageCallbackContexts are created for them (via uploadAllToGPU)
//
// Each thread reinflates the SkData into an SkPicture replacing all the indices w/
// promise images (all using the same GrBackendTexture and getting a ref to the
// appropriate PromiseImageCallbackContext) (via reinflateSKP).
//
// This class is then reset - dropping all of its refs on the PromiseImageCallbackContexts
//
// Each done callback unrefs its PromiseImageCallbackContext so, once all the promise images
// are done the PromiseImageCallbackContext is freed and its GrBackendTexture removed
// from VRAM
//
// Note: if DDLs are going to be replayed multiple times, the reset call can be delayed until
// all the replaying is complete. This will pin the GrBackendTextures in VRAM.
class DDLPromiseImageHelper {
public:
DDLPromiseImageHelper() { }
// Convert the SkPicture into SkData replacing all the SkImages with an index.
sk_sp<SkData> deflateSKP(const SkPicture* inputPicture);
void uploadAllToGPU(GrContext* context);
// reinflate a deflated SKP, replacing all the indices with promise images.
sk_sp<SkPicture> reinflateSKP(SkDeferredDisplayListRecorder*,
SkData* compressedPicture,
SkTArray<sk_sp<SkImage>>* promiseImages) const;
// Remove this class' refs on the PromiseImageCallbackContexts
void reset() { fImageInfo.reset(); }
private:
// This class acts as a proxy for the single GrBackendTexture representing an image.
// Whenever a promise image is created for the image, the promise image receives a ref to
// this object. Once all the promise images receive their done callbacks this object
// is deleted - removing the GrBackendTexture from VRAM.
// Note that while the DDLs are being created in the threads, the PromiseImageHelper holds
// a ref on all the PromiseImageCallbackContexts. However, once all the threads are done
// it drops all of its refs (via "reset").
class PromiseImageCallbackContext : public SkRefCnt {
public:
PromiseImageCallbackContext(GrContext* context) : fContext(context) {}
~PromiseImageCallbackContext();
void setBackendTexture(const GrBackendTexture& backendTexture) {
fBackendTexture = backendTexture;
}
const GrBackendTexture& backendTexture() const { return fBackendTexture; }
private:
GrContext* fContext;
GrBackendTexture fBackendTexture;
typedef SkRefCnt INHERITED;
};
// This is the information extracted into this class from the parsing of the skp file.
// Once it has all been uploaded to the GPU and distributed to the promise images, it
// is all dropped via "reset".
class PromiseImageInfo {
public:
int fIndex; // index in the 'fImageInfo' array
uint32_t fOriginalUniqueID; // original ID for deduping
SkBitmap fBitmap; // CPU-side cache of the contents
sk_sp<PromiseImageCallbackContext> fCallbackContext;
};
// This stack-based context allows each thread to re-inflate the image indices into
// promise images while still using the same GrBackendTexture.
struct PerRecorderContext {
SkDeferredDisplayListRecorder* fRecorder;
const DDLPromiseImageHelper* fHelper;
SkTArray<sk_sp<SkImage>>* fPromiseImages;
};
static void PromiseImageFulfillProc(void* textureContext, GrBackendTexture* outTexture) {
auto callbackContext = static_cast<PromiseImageCallbackContext*>(textureContext);
SkASSERT(callbackContext->backendTexture().isValid());
*outTexture = callbackContext->backendTexture();
}
static void PromiseImageReleaseProc(void* textureContext) {
#ifdef SK_DEBUG
auto callbackContext = static_cast<PromiseImageCallbackContext*>(textureContext);
SkASSERT(callbackContext->backendTexture().isValid());
#endif
}
static void PromiseImageDoneProc(void* textureContext) {
auto callbackContext = static_cast<PromiseImageCallbackContext*>(textureContext);
callbackContext->unref();
}
static sk_sp<SkImage> PromiseImageCreator(const void* rawData, size_t length, void* ctxIn);
bool isValidID(int id) const { return id >= 0 && id < fImageInfo.count(); }
const PromiseImageInfo& getInfo(int id) const { return fImageInfo[id]; }
// returns -1 if not found
int findImage(SkImage* image) const;
// returns -1 on failure
int addImage(SkImage* image);
// returns -1 on failure
int findOrDefineImage(SkImage* image);
SkTArray<PromiseImageInfo> fImageInfo;
};
#endif
#endif