638b2e8594
This also includes all the plumbing of this flag throughout our proxy and surface system. Bug: skia:10409 Change-Id: I48d40012049240cfa80e045ea090f68ce2d2ff0d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/313676 Reviewed-by: Robert Phillips <robertphillips@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com>
124 lines
5.9 KiB
C++
124 lines
5.9 KiB
C++
/*
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* Copyright 2019 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 GrContextThreadSafeProxy_DEFINED
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#define GrContextThreadSafeProxy_DEFINED
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#include "include/core/SkImageInfo.h"
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#include "include/core/SkRefCnt.h"
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#include "include/gpu/GrContextOptions.h"
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#include "include/gpu/GrTypes.h"
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#include <atomic>
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class GrBackendFormat;
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class GrCaps;
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class GrContextThreadSafeProxyPriv;
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class GrTextBlobCache;
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class SkSurfaceCharacterization;
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class SkSurfaceProps;
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/**
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* Can be used to perform actions related to the generating GrContext in a thread safe manner. The
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* proxy does not access the 3D API (e.g. OpenGL) that backs the generating GrContext.
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*/
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class SK_API GrContextThreadSafeProxy final : public SkNVRefCnt<GrContextThreadSafeProxy> {
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public:
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~GrContextThreadSafeProxy();
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/**
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* Create a surface characterization for a DDL that will be replayed into the GrContext
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* that created this proxy. On failure the resulting characterization will be invalid (i.e.,
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* "!c.isValid()").
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*
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* @param cacheMaxResourceBytes The max resource bytes limit that will be in effect when the
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* DDL created with this characterization is replayed.
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* Note: the contract here is that the DDL will be created as
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* if it had a full 'cacheMaxResourceBytes' to use. If replayed
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* into a GrContext that already has locked GPU memory, the
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* replay can exceed the budget. To rephrase, all resource
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* allocation decisions are made at record time and at playback
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* time the budget limits will be ignored.
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* @param ii The image info specifying properties of the SkSurface that
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* the DDL created with this characterization will be replayed
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* into.
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* Note: Ganesh doesn't make use of the SkImageInfo's alphaType
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* @param backendFormat Information about the format of the GPU surface that will
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* back the SkSurface upon replay
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* @param sampleCount The sample count of the SkSurface that the DDL created with
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* this characterization will be replayed into
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* @param origin The origin of the SkSurface that the DDL created with this
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* characterization will be replayed into
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* @param surfaceProps The surface properties of the SkSurface that the DDL created
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* with this characterization will be replayed into
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* @param isMipMapped Will the surface the DDL will be replayed into have space
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* allocated for mipmaps?
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* @param willUseGLFBO0 Will the surface the DDL will be replayed into be backed by GL
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* FBO 0. This flag is only valid if using an GL backend.
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* @param isTextureable Will the surface be able to act as a texture?
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* @param isProtected Will the (Vulkan) surface be DRM protected?
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*/
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SkSurfaceCharacterization createCharacterization(
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size_t cacheMaxResourceBytes,
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const SkImageInfo& ii,
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const GrBackendFormat& backendFormat,
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int sampleCount,
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GrSurfaceOrigin origin,
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const SkSurfaceProps& surfaceProps,
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bool isMipMapped,
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bool willUseGLFBO0 = false,
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bool isTextureable = true,
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GrProtected isProtected = GrProtected::kNo,
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bool vkRTSupportsInputAttachment = false);
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/*
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* Retrieve the default GrBackendFormat for a given SkColorType and renderability.
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* It is guaranteed that this backend format will be the one used by the following
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* SkColorType and SkSurfaceCharacterization-based createBackendTexture methods.
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*
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* The caller should check that the returned format is valid.
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*/
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GrBackendFormat defaultBackendFormat(SkColorType ct, GrRenderable renderable) const;
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bool isValid() const { return nullptr != fCaps; }
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bool operator==(const GrContextThreadSafeProxy& that) const {
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// Each GrContext should only ever have a single thread-safe proxy.
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SkASSERT((this == &that) == (this->fContextID == that.fContextID));
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return this == &that;
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}
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bool operator!=(const GrContextThreadSafeProxy& that) const { return !(*this == that); }
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// Provides access to functions that aren't part of the public API.
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GrContextThreadSafeProxyPriv priv();
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const GrContextThreadSafeProxyPriv priv() const; // NOLINT(readability-const-return-type)
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private:
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friend class GrContextThreadSafeProxyPriv; // for ctor and hidden methods
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// DDL TODO: need to add unit tests for backend & maybe options
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GrContextThreadSafeProxy(GrBackendApi, const GrContextOptions&);
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void abandonContext();
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bool abandoned() const;
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// TODO: This should be part of the constructor but right now we have a chicken-and-egg problem
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// with GrContext where we get the caps by creating a GPU which requires a context (see the
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// `init` method on GrContext_Base).
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void init(sk_sp<const GrCaps>);
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const GrBackendApi fBackend;
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const GrContextOptions fOptions;
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const uint32_t fContextID;
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sk_sp<const GrCaps> fCaps;
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std::unique_ptr<GrTextBlobCache> fTextBlobCache;
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std::atomic<bool> fAbandoned{false};
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};
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#endif
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