bf8bf83642
Change-Id: Ib52b54acbf91e3993a6791b83c759fa768c3fdd1 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/236339 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
103 lines
3.7 KiB
C++
103 lines
3.7 KiB
C++
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/*
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* Copyright 2011 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 GrTexture_DEFINED
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#define GrTexture_DEFINED
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#include "include/core/SkImage.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkRefCnt.h"
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#include "include/gpu/GrBackendSurface.h"
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#include "include/gpu/GrSurface.h"
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#include "include/private/GrTypesPriv.h"
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class GrTexturePriv;
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class GrTexture : virtual public GrSurface {
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public:
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GrTexture* asTexture() override { return this; }
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const GrTexture* asTexture() const override { return this; }
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virtual GrBackendTexture getBackendTexture() const = 0;
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/**
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* This function indicates that the texture parameters (wrap mode, filtering, ...) have been
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* changed externally to Skia.
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*/
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SK_API virtual void textureParamsModified() = 0;
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/**
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* This function steals the backend texture from a uniquely owned GrTexture with no pending
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* IO, passing it out to the caller. The GrTexture is deleted in the process.
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*
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* Note that if the GrTexture is not uniquely owned (no other refs), or has pending IO, this
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* function will fail.
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*/
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static bool StealBackendTexture(sk_sp<GrTexture>,
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GrBackendTexture*,
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SkImage::BackendTextureReleaseProc*);
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/** See addIdleProc. */
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enum class IdleState {
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kFlushed,
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kFinished
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};
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/**
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* Installs a proc on this texture. It will be called when the texture becomes "idle". There
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* are two types of idle states as indicated by IdleState. For managed backends (e.g. GL where
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* a driver typically handles CPU/GPU synchronization of resource access) there is no difference
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* between the two. They both mean "all work related to the resource has been flushed to the
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* backend API and the texture is not owned outside the resource cache".
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*
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* If the API is unmanaged (e.g. Vulkan) then kFinished has the additional constraint that the
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* work flushed to the GPU is finished.
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*/
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virtual void addIdleProc(sk_sp<GrRefCntedCallback> idleProc, IdleState) {
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// This is the default implementation for the managed case where the IdleState can be
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// ignored. Unmanaged backends, e.g. Vulkan, must override this to consider IdleState.
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fIdleProcs.push_back(std::move(idleProc));
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}
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/** Helper version of addIdleProc that creates the ref-counted wrapper. */
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void addIdleProc(GrRefCntedCallback::Callback callback,
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GrRefCntedCallback::Context context,
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IdleState state) {
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this->addIdleProc(sk_make_sp<GrRefCntedCallback>(callback, context), state);
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}
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/** Access methods that are only to be used within Skia code. */
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inline GrTexturePriv texturePriv();
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inline const GrTexturePriv texturePriv() const;
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protected:
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GrTexture(GrGpu*, const SkISize&, GrPixelConfig, GrProtected, GrTextureType, GrMipMapsStatus);
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virtual bool onStealBackendTexture(GrBackendTexture*, SkImage::BackendTextureReleaseProc*) = 0;
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SkTArray<sk_sp<GrRefCntedCallback>> fIdleProcs;
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void willRemoveLastRef() override {
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// We're about to be idle in the resource cache. Do our part to trigger the idle callbacks.
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fIdleProcs.reset();
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}
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private:
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void computeScratchKey(GrScratchKey*) const override;
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size_t onGpuMemorySize() const override;
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void markMipMapsDirty();
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void markMipMapsClean();
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GrTextureType fTextureType;
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GrMipMapsStatus fMipMapsStatus;
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int fMaxMipMapLevel;
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friend class GrTexturePriv;
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typedef GrSurface INHERITED;
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};
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#endif
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