0d8722c8b5
The main change here is just fusing the following three methods into recreateSKP: deflateSKP createCallbackContexts createSKP All the remaining changes are just API fallout from that. Bug: skia:11728 Change-Id: Iae2ce65983ad56c8288bdc830e248394a0055bfb Reviewed-on: https://skia-review.googlesource.com/c/skia/+/389925 Reviewed-by: Adlai Holler <adlai@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
148 lines
5.7 KiB
C++
148 lines
5.7 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 DDLTileHelper_DEFINED
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#define DDLTileHelper_DEFINED
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#include "include/core/SkDeferredDisplayList.h"
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#include "include/core/SkRect.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkSurfaceCharacterization.h"
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#include "src/core/SkSpan.h"
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class DDLPromiseImageHelper;
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class PromiseImageCallbackContext;
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class SkCanvas;
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class SkData;
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class SkDeferredDisplayListRecorder;
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class SkPicture;
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class SkSurface;
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class SkSurfaceCharacterization;
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class SkTaskGroup;
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class DDLTileHelper {
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public:
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// The TileData class encapsulates the information and behavior of a single tile when
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// rendering with DDLs.
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class TileData {
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public:
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TileData();
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~TileData();
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bool initialized() const { return fID != -1; }
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void init(int id,
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GrDirectContext*,
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const SkSurfaceCharacterization& dstChar,
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const SkIRect& clip,
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const SkIRect& paddingOutsets);
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// Create the DDL for this tile (i.e., fill in 'fDisplayList').
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void createDDL(const SkPicture*);
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void dropDDL() { fDisplayList.reset(); }
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// Precompile all the programs required to draw this tile's DDL
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void precompile(GrDirectContext*);
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// Just draw the re-inflated per-tile SKP directly into this tile w/o going through a DDL
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// first. This is used for determining the overhead of using DDLs (i.e., it replaces
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// a 'createDDL' and 'draw' pair.
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void drawSKPDirectly(GrDirectContext*, const SkPicture*);
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// Replay the recorded DDL into the tile surface - filling in 'fBackendTexture'.
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void draw(GrDirectContext*);
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void reset();
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int id() const { return fID; }
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SkIRect clipRect() const { return fClip; }
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SkISize paddedRectSize() const {
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return { fClip.width() + fPaddingOutsets.fLeft + fPaddingOutsets.fRight,
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fClip.height() + fPaddingOutsets.fTop + fPaddingOutsets.fBottom };
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}
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SkIVector padOffset() const { return { fPaddingOutsets.fLeft, fPaddingOutsets.fTop }; }
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SkDeferredDisplayList* ddl() { return fDisplayList.get(); }
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sk_sp<SkImage> makePromiseImageForDst(sk_sp<GrContextThreadSafeProxy>);
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void dropCallbackContext() { fCallbackContext.reset(); }
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static void CreateBackendTexture(GrDirectContext*, TileData*);
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static void DeleteBackendTexture(GrDirectContext*, TileData*);
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private:
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sk_sp<SkSurface> makeWrappedTileDest(GrRecordingContext* context);
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sk_sp<PromiseImageCallbackContext> refCallbackContext() { return fCallbackContext; }
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int fID = -1;
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SkIRect fClip; // in the device space of the final SkSurface
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SkIRect fPaddingOutsets; // random padding for the output surface
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SkSurfaceCharacterization fPlaybackChar; // characterization for the tile's dst surface
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// The callback context holds (via its SkPromiseImageTexture) the backend texture
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// that is both wrapped in 'fTileSurface' and backs this tile's promise image
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// (i.e., the one returned by 'makePromiseImage').
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sk_sp<PromiseImageCallbackContext> fCallbackContext;
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// 'fTileSurface' wraps the backend texture in 'fCallbackContext' and must exist until
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// after 'fDisplayList' has been flushed (bc it owns the proxy the DDL's destination
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// trampoline points at).
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// TODO: fix the ref-order so we don't need 'fTileSurface' here
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sk_sp<SkSurface> fTileSurface;
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sk_sp<SkDeferredDisplayList> fDisplayList;
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};
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DDLTileHelper(GrDirectContext*,
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const SkSurfaceCharacterization& dstChar,
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const SkIRect& viewport,
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int numXDivisions, int numYDivisions,
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bool addRandomPaddingToDst);
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void kickOffThreadedWork(SkTaskGroup* recordingTaskGroup,
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SkTaskGroup* gpuTaskGroup,
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GrDirectContext*,
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SkPicture*);
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void createDDLsInParallel(SkPicture*);
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// Create the DDL that will compose all the tile images into a final result.
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void createComposeDDL();
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const sk_sp<SkDeferredDisplayList>& composeDDL() const { return fComposeDDL; }
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// For each tile, create its DDL and then draw it - all on a single thread. This is to allow
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// comparison w/ just drawing the SKP directly (i.e., drawAllTilesDirectly). The
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// DDL creations and draws are interleaved to prevent starvation of the GPU.
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// Note: this is somewhat of a misuse/pessimistic-use of DDLs since they are supposed to
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// be created on a separate thread.
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void interleaveDDLCreationAndDraw(GrDirectContext*, SkPicture*);
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// This draws all the per-tile SKPs directly into all of the tiles w/o converting them to
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// DDLs first - all on a single thread.
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void drawAllTilesDirectly(GrDirectContext*, SkPicture*);
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void dropCallbackContexts();
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void resetAllTiles();
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int numTiles() const { return fNumXDivisions * fNumYDivisions; }
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void createBackendTextures(SkTaskGroup*, GrDirectContext*);
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void deleteBackendTextures(SkTaskGroup*, GrDirectContext*);
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private:
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int fNumXDivisions; // number of tiles horizontally
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int fNumYDivisions; // number of tiles vertically
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SkAutoTArray<TileData> fTiles; // 'fNumXDivisions' x 'fNumYDivisions'
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sk_sp<SkDeferredDisplayList> fComposeDDL;
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const SkSurfaceCharacterization fDstCharacterization;
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};
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#endif
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