96601084b3
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>
145 lines
5.6 KiB
C++
145 lines
5.6 KiB
C++
/*
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* Copyright 2018 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef PromiseImageHelper_DEFINED
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#define PromiseImageHelper_DEFINED
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#include "SkBitmap.h"
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#include "SkTArray.h"
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#if SK_SUPPORT_GPU
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#include "GrBackendSurface.h"
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class GrContext;
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class SkDeferredDisplayListRecorder;
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class SkImage;
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class SkPicture;
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// This class consolidates tracking & extraction of the original image data from an skp,
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// the upload of said data to the GPU and the fulfillment of promise images.
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//
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// The way this works is:
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// the original skp is converted to SkData and all its image info is extracted into this
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// class and only indices into this class are left in the SkData (via deflateSKP)
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//
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// Prior to replaying in threads, all the images stored in this class are uploaded to the
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// gpu and PromiseImageCallbackContexts are created for them (via uploadAllToGPU)
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//
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// Each thread reinflates the SkData into an SkPicture replacing all the indices w/
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// promise images (all using the same GrBackendTexture and getting a ref to the
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// appropriate PromiseImageCallbackContext) (via reinflateSKP).
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//
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// This class is then reset - dropping all of its refs on the PromiseImageCallbackContexts
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//
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// Each done callback unrefs its PromiseImageCallbackContext so, once all the promise images
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// are done the PromiseImageCallbackContext is freed and its GrBackendTexture removed
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// from VRAM
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//
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// Note: if DDLs are going to be replayed multiple times, the reset call can be delayed until
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// all the replaying is complete. This will pin the GrBackendTextures in VRAM.
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class DDLPromiseImageHelper {
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public:
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DDLPromiseImageHelper() { }
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// Convert the SkPicture into SkData replacing all the SkImages with an index.
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sk_sp<SkData> deflateSKP(const SkPicture* inputPicture);
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void uploadAllToGPU(GrContext* context);
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// reinflate a deflated SKP, replacing all the indices with promise images.
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sk_sp<SkPicture> reinflateSKP(SkDeferredDisplayListRecorder*,
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SkData* compressedPicture,
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SkTArray<sk_sp<SkImage>>* promiseImages) const;
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// Remove this class' refs on the PromiseImageCallbackContexts
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void reset() { fImageInfo.reset(); }
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private:
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// This class acts as a proxy for the single GrBackendTexture representing an image.
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// Whenever a promise image is created for the image, the promise image receives a ref to
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// this object. Once all the promise images receive their done callbacks this object
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// is deleted - removing the GrBackendTexture from VRAM.
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// Note that while the DDLs are being created in the threads, the PromiseImageHelper holds
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// a ref on all the PromiseImageCallbackContexts. However, once all the threads are done
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// it drops all of its refs (via "reset").
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class PromiseImageCallbackContext : public SkRefCnt {
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public:
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PromiseImageCallbackContext(GrContext* context) : fContext(context) {}
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~PromiseImageCallbackContext();
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void setBackendTexture(const GrBackendTexture& backendTexture) {
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fBackendTexture = backendTexture;
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}
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const GrBackendTexture& backendTexture() const { return fBackendTexture; }
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private:
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GrContext* fContext;
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GrBackendTexture fBackendTexture;
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typedef SkRefCnt INHERITED;
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};
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// This is the information extracted into this class from the parsing of the skp file.
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// Once it has all been uploaded to the GPU and distributed to the promise images, it
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// is all dropped via "reset".
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class PromiseImageInfo {
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public:
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int fIndex; // index in the 'fImageInfo' array
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uint32_t fOriginalUniqueID; // original ID for deduping
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SkBitmap fBitmap; // CPU-side cache of the contents
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sk_sp<PromiseImageCallbackContext> fCallbackContext;
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};
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// This stack-based context allows each thread to re-inflate the image indices into
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// promise images while still using the same GrBackendTexture.
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struct PerRecorderContext {
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SkDeferredDisplayListRecorder* fRecorder;
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const DDLPromiseImageHelper* fHelper;
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SkTArray<sk_sp<SkImage>>* fPromiseImages;
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};
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static void PromiseImageFulfillProc(void* textureContext, GrBackendTexture* outTexture) {
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auto callbackContext = static_cast<PromiseImageCallbackContext*>(textureContext);
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SkASSERT(callbackContext->backendTexture().isValid());
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*outTexture = callbackContext->backendTexture();
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}
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static void PromiseImageReleaseProc(void* textureContext) {
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#ifdef SK_DEBUG
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auto callbackContext = static_cast<PromiseImageCallbackContext*>(textureContext);
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SkASSERT(callbackContext->backendTexture().isValid());
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#endif
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}
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static void PromiseImageDoneProc(void* textureContext) {
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auto callbackContext = static_cast<PromiseImageCallbackContext*>(textureContext);
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callbackContext->unref();
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}
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static sk_sp<SkImage> PromiseImageCreator(const void* rawData, size_t length, void* ctxIn);
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bool isValidID(int id) const { return id >= 0 && id < fImageInfo.count(); }
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const PromiseImageInfo& getInfo(int id) const { return fImageInfo[id]; }
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// returns -1 if not found
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int findImage(SkImage* image) const;
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// returns -1 on failure
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int addImage(SkImage* image);
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// returns -1 on failure
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int findOrDefineImage(SkImage* image);
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SkTArray<PromiseImageInfo> fImageInfo;
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};
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#endif
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#endif
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