skia2/include/gpu/GrGpuResource.h

264 lines
8.5 KiB
C++

/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGpuResource_DEFINED
#define GrGpuResource_DEFINED
#include "SkInstCnt.h"
#include "SkTInternalLList.h"
#include "GrResourceKey.h"
class GrResourceCacheEntry;
class GrResourceCache2;
class GrGpu;
class GrContext;
/**
* Base class for GrGpuResource. Handles the various types of refs we need. Separated out as a base
* class to isolate the ref-cnting behavior and provide friendship without exposing all of
* GrGpuResource.
*
* Gpu resources can have three types of refs:
* 1) Normal ref (+ by ref(), - by unref()): These are used by code that is issuing draw calls
* that read and write the resource via GrDrawTarget and by any object that must own a
* GrGpuResource and is itself owned (directly or indirectly) by Skia-client code.
* 2) Pending read (+ by addPendingRead(), - by readCompleted()): GrContext has scheduled a read
* of the resource by the GPU as a result of a skia API call but hasn't executed it yet.
* 3) Pending write (+ by addPendingWrite(), - by writeCompleted()): GrContext has scheduled a
* write to the resource by the GPU as a result of a skia API call but hasn't executed it yet.
*
* The latter two ref types are private and intended only for Gr core code.
*/
class GrIORef : public SkNoncopyable {
public:
SK_DECLARE_INST_COUNT_ROOT(GrIORef)
enum IOType {
kRead_IOType,
kWrite_IOType,
kRW_IOType
};
virtual ~GrIORef();
// Some of the signatures are written to mirror SkRefCnt so that GrGpuResource can work with
// templated helper classes (e.g. SkAutoTUnref). However, we have different categories of
// refs (e.g. pending reads). We also don't require thread safety as GrCacheable objects are
// not intended to cross thread boundaries.
void ref() const {
this->validate();
++fRefCnt;
}
void unref() const {
this->validate();
--fRefCnt;
if (0 == fRefCnt && 0 == fPendingReads && 0 == fPendingWrites) {
SkDELETE(this);
}
}
bool isPurgable() const { return this->reffedOnlyByCache() && !this->internalHasPendingIO(); }
bool reffedOnlyByCache() const { return 1 == fRefCnt; }
void validate() const {
#ifdef SK_DEBUG
SkASSERT(fRefCnt >= 0);
SkASSERT(fPendingReads >= 0);
SkASSERT(fPendingWrites >= 0);
SkASSERT(fRefCnt + fPendingReads + fPendingWrites > 0);
#endif
}
protected:
GrIORef() : fRefCnt(1), fPendingReads(0), fPendingWrites(0), fIsScratch(kNo_IsScratch) { }
bool internalHasPendingRead() const { return SkToBool(fPendingReads); }
bool internalHasPendingWrite() const { return SkToBool(fPendingWrites); }
bool internalHasPendingIO() const { return SkToBool(fPendingWrites | fPendingReads); }
private:
void addPendingRead() const {
this->validate();
++fPendingReads;
}
void completedRead() const {
this->validate();
--fPendingReads;
if (0 == fRefCnt && 0 == fPendingReads && 0 == fPendingWrites) {
SkDELETE(this);
}
}
void addPendingWrite() const {
this->validate();
++fPendingWrites;
}
void completedWrite() const {
this->validate();
--fPendingWrites;
if (0 == fRefCnt && 0 == fPendingReads && 0 == fPendingWrites) {
SkDELETE(this);
}
}
private:
mutable int32_t fRefCnt;
mutable int32_t fPendingReads;
mutable int32_t fPendingWrites;
// This class is used to manage conversion of refs to pending reads/writes.
friend class GrGpuResourceRef;
// This is temporary until GrResourceCache is fully replaced by GrResourceCache2.
enum IsScratch {
kNo_IsScratch,
kYes_IsScratch
} fIsScratch;
friend class GrContext; // to set the above field.
friend class GrResourceCache; // to check the above field.
friend class GrResourceCache2; // to check the above field.
template <typename, IOType> friend class GrPendingIOResource;
};
/**
* Base class for objects that can be kept in the GrResourceCache.
*/
class GrGpuResource : public GrIORef {
public:
SK_DECLARE_INST_COUNT(GrGpuResource)
/**
* Frees the object in the underlying 3D API. It must be safe to call this
* when the object has been previously abandoned.
*/
void release();
/**
* Removes references to objects in the underlying 3D API without freeing
* them. Used when the API context has been torn down before the GrContext.
*/
void abandon();
/**
* Tests whether a object has been abandoned or released. All objects will
* be in this state after their creating GrContext is destroyed or has
* contextLost called. It's up to the client to test wasDestroyed() before
* attempting to use an object if it holds refs on objects across
* ~GrContext, freeResources with the force flag, or contextLost.
*
* @return true if the object has been released or abandoned,
* false otherwise.
*/
bool wasDestroyed() const { return NULL == fGpu; }
/**
* Retrieves the context that owns the object. Note that it is possible for
* this to return NULL. When objects have been release()ed or abandon()ed
* they no longer have an owning context. Destroying a GrContext
* automatically releases all its resources.
*/
const GrContext* getContext() const;
GrContext* getContext();
/**
* Retrieves the amount of GPU memory used by this resource in bytes. It is
* approximate since we aren't aware of additional padding or copies made
* by the driver.
*
* @return the amount of GPU memory used in bytes
*/
virtual size_t gpuMemorySize() const = 0;
void setCacheEntry(GrResourceCacheEntry* cacheEntry) { fCacheEntry = cacheEntry; }
GrResourceCacheEntry* getCacheEntry() { return fCacheEntry; }
/**
* If this resource can be used as a scratch resource this returns a valid
* scratch key. Otherwise it returns a key for which isNullScratch is true.
*/
const GrResourceKey& getScratchKey() const { return fScratchKey; }
/**
* Gets an id that is unique for this GrGpuResource object. It is static in that it does
* not change when the content of the GrGpuResource object changes. This will never return
* 0.
*/
uint32_t getUniqueID() const { return fUniqueID; }
protected:
// This must be called by every GrGpuObject. It should be called once the object is fully
// initialized (i.e. not in a base class constructor).
void registerWithCache();
GrGpuResource(GrGpu*, bool isWrapped);
virtual ~GrGpuResource();
bool isInCache() const { return SkToBool(fCacheEntry); }
GrGpu* getGpu() const { return fGpu; }
// Derived classes should always call their parent class' onRelease
// and onAbandon methods in their overrides.
virtual void onRelease() {};
virtual void onAbandon() {};
bool isWrapped() const { return kWrapped_FlagBit & fFlags; }
/**
* This entry point should be called whenever gpuMemorySize() begins
* reporting a different size. If the object is in the cache, it will call
* gpuMemorySize() immediately and pass the new size on to the resource
* cache.
*/
void didChangeGpuMemorySize() const;
/**
* Optionally called by the GrGpuResource subclass if the resource can be used as scratch.
* By default resources are not usable as scratch. This should only be called once.
**/
void setScratchKey(const GrResourceKey& scratchKey);
private:
#ifdef SK_DEBUG
friend class GrGpu; // for assert in GrGpu to access getGpu
#endif
static uint32_t CreateUniqueID();
// We're in an internal doubly linked list owned by GrResourceCache2
SK_DECLARE_INTERNAL_LLIST_INTERFACE(GrGpuResource);
// This is not ref'ed but abandon() or release() will be called before the GrGpu object
// is destroyed. Those calls set will this to NULL.
GrGpu* fGpu;
enum Flags {
/**
* This object wraps a GPU object given to us by the user.
* Lifetime management is left up to the user (i.e., we will not
* free it).
*/
kWrapped_FlagBit = 0x1,
};
uint32_t fFlags;
GrResourceCacheEntry* fCacheEntry; // NULL if not in cache
const uint32_t fUniqueID;
GrResourceKey fScratchKey;
typedef GrIORef INHERITED;
};
#endif