55aaefe687
This reverts commit38b9a4bc3e
. Reason for revert: Fixed ASAN, TSAN, and other bugs via other CLs. Original change's description: > Revert "Support sharing promise images between DDLs" > > This reverts commit07e11d48cb
. > > Reason for revert: Broke DDL3_ASAN and DDL3_TSAN > > Original change's description: > > Support sharing promise images between DDLs > > > > - Migrate our code to SkImage::MakePromiseTexture > > - Have DDLTileHelper share one SKP and one set of promise images across all tiles. > > - Disallow on-the-fly allocation of mips for promise textures. > > > > Bug: skia:10286 > > Change-Id: Ie35976958454fc520f3c9d860e6285441260c9f7 > > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/291938 > > Commit-Queue: Adlai Holler <adlai@google.com> > > Reviewed-by: Robert Phillips <robertphillips@google.com> > > TBR=robertphillips@google.com,adlai@google.com > > Change-Id: I939b14875d1a20e4a92eab94680adcfe9596ad81 > No-Presubmit: true > No-Tree-Checks: true > No-Try: true > Bug: skia:10286 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/375738 > Reviewed-by: Adlai Holler <adlai@google.com> > Commit-Queue: Adlai Holler <adlai@google.com> Bug: skia:10286 Change-Id: Ibfd7dfcd72f10a4e29a87fa8c610f2dfd018e0db Cq-Include-Trybots: luci.skia.skia.primary:Test-Ubuntu18-Clang-Golo-GPU-QuadroP400-x86_64-Debug-All-DDL3_ASAN,Test-Ubuntu18-Clang-Golo-GPU-QuadroP400-x86_64-Release-All-DDL3_TSAN Reviewed-on: https://skia-review.googlesource.com/c/skia/+/375739 Reviewed-by: Robert Phillips <robertphillips@google.com> Commit-Queue: Adlai Holler <adlai@google.com>
156 lines
6.2 KiB
C++
156 lines
6.2 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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// TODO: Move this to PromiseImageHelper and have one method that does all the work and
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// returns the shared SkP.
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void createSKP(sk_sp<GrContextThreadSafeProxy>,
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SkData* compressedPictureData,
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const DDLPromiseImageHelper&);
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void kickOffThreadedWork(SkTaskGroup* recordingTaskGroup,
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SkTaskGroup* gpuTaskGroup,
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GrDirectContext*);
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void createDDLsInParallel();
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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*);
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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*);
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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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sk_sp<SkPicture> fReconstitutedPicture;
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SkTArray<sk_sp<SkImage>> fPromiseImages; // All the promise images in the
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// reconstituted picture
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};
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#endif
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