7b1678a527
Adds SkRuntimeEffect, a ref-counted object to hold SkSL, a Compiler, and compiled Program, along with uniform info. Removes the old SkSLFP factory and factory cache types. Caching is done by simply holding on to the effect (or the shader/color filter factories, which own an effect). The effect class is simply ref'd by the factories, the shader and color filter types, and the FP. NOTE: Changes to public headers only affect private functions. Change-Id: I0c1401505cb234e83943ad4ef2db6680f4c69fb9 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/259336 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
103 lines
5.1 KiB
C++
103 lines
5.1 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/private/GrContext_Base.h"
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class GrBackendFormat;
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class GrContextThreadSafeProxyPriv;
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struct SkImageInfo;
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class SkSurfaceCharacterization;
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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 : public GrContext_Base {
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public:
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~GrContextThreadSafeProxy() override;
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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, const GrBackendFormat& backendFormat,
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int sampleCount, 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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/*
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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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return INHERITED::defaultBackendFormat(ct, renderable);
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}
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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->contextID() == that.contextID()));
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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;
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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&, uint32_t contextID);
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bool init(sk_sp<const GrCaps>) override;
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typedef GrContext_Base INHERITED;
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};
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#endif
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