83c6626946
This reverts commit93ca54e0ac
. Reason for revert: relanding with fix Original change's description: > Revert "Add api on GrContext to update the data of GrBackendTextures." > > This reverts commitac09f7cd7a
. > > Reason for revert: breaking bots, may need to use swizzled color for > correctness test > > Original change's description: > > Add api on GrContext to update the data of GrBackendTextures. > > > > Change-Id: I680f12bf58fc7b66a6b2f3fa4c4723ae84d3f949 > > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/288555 > > Reviewed-by: Brian Salomon <bsalomon@google.com> > > Commit-Queue: Greg Daniel <egdaniel@google.com> > > TBR=egdaniel@google.com,bsalomon@google.com,robertphillips@google.com > > Change-Id: I47f41f536619ac13ca3ceeb216e7eaed9a9af255 > No-Presubmit: true > No-Tree-Checks: true > No-Try: true > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/288630 > Reviewed-by: Greg Daniel <egdaniel@google.com> > Commit-Queue: Greg Daniel <egdaniel@google.com> TBR=egdaniel@google.com,bsalomon@google.com,robertphillips@google.com # Not skipping CQ checks because this is a reland. Change-Id: I82283b2437e523b80acead71c5f7c651180620db Reviewed-on: https://skia-review.googlesource.com/c/skia/+/288631 Reviewed-by: Greg Daniel <egdaniel@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com>
712 lines
35 KiB
C++
712 lines
35 KiB
C++
/*
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* Copyright 2010 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 GrContext_DEFINED
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#define GrContext_DEFINED
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#include "include/core/SkMatrix.h"
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#include "include/core/SkPathEffect.h"
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#include "include/core/SkTypes.h"
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#include "include/gpu/GrBackendSurface.h"
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#include "include/gpu/GrContextOptions.h"
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#include "include/private/GrRecordingContext.h"
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// We shouldn't need this but currently Android is relying on this being include transitively.
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#include "include/core/SkUnPreMultiply.h"
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class GrAtlasManager;
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class GrBackendSemaphore;
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class GrCaps;
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class GrClientMappedBufferManager;
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class GrContextPriv;
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class GrContextThreadSafeProxy;
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struct GrD3DBackendContext;
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class GrFragmentProcessor;
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struct GrGLInterface;
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class GrGpu;
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struct GrMockOptions;
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class GrPath;
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class GrRenderTargetContext;
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class GrResourceCache;
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class GrResourceProvider;
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class GrStrikeCache;
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class GrSurfaceProxy;
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class GrSwizzle;
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class GrTextContext;
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class GrTextureProxy;
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struct GrVkBackendContext;
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class SkImage;
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class SkString;
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class SkSurfaceCharacterization;
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class SkSurfaceProps;
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class SkTaskGroup;
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class SkTraceMemoryDump;
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class SK_API GrContext : public GrRecordingContext {
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public:
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#ifdef SK_GL
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/**
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* Creates a GrContext for a backend context. If no GrGLInterface is provided then the result of
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* GrGLMakeNativeInterface() is used if it succeeds.
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*/
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static sk_sp<GrContext> MakeGL(sk_sp<const GrGLInterface>, const GrContextOptions&);
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static sk_sp<GrContext> MakeGL(sk_sp<const GrGLInterface>);
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static sk_sp<GrContext> MakeGL(const GrContextOptions&);
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static sk_sp<GrContext> MakeGL();
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#endif
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/**
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* The Vulkan context (VkQueue, VkDevice, VkInstance) must be kept alive until the returned
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* GrContext is first destroyed or abandoned.
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*/
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static sk_sp<GrContext> MakeVulkan(const GrVkBackendContext&, const GrContextOptions&);
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static sk_sp<GrContext> MakeVulkan(const GrVkBackendContext&);
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#ifdef SK_METAL
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/**
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* Makes a GrContext which uses Metal as the backend. The device parameter is an MTLDevice
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* and queue is an MTLCommandQueue which should be used by the backend. These objects must
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* have a ref on them which can be transferred to Ganesh which will release the ref when the
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* GrContext is destroyed.
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*/
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static sk_sp<GrContext> MakeMetal(void* device, void* queue, const GrContextOptions& options);
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static sk_sp<GrContext> MakeMetal(void* device, void* queue);
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#endif
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#ifdef SK_DIRECT3D
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/**
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* Makes a GrContext which uses Direct3D as the backend. The Direct3D context
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* must be kept alive until the returned GrContext is first destroyed or abandoned.
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*/
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static sk_sp<GrContext> MakeDirect3D(const GrD3DBackendContext&,
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const GrContextOptions& options);
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static sk_sp<GrContext> MakeDirect3D(const GrD3DBackendContext&);
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#endif
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#ifdef SK_DAWN
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static sk_sp<GrContext> MakeDawn(const wgpu::Device& device, const GrContextOptions& options);
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static sk_sp<GrContext> MakeDawn(const wgpu::Device& device);
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#endif
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static sk_sp<GrContext> MakeMock(const GrMockOptions*, const GrContextOptions&);
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static sk_sp<GrContext> MakeMock(const GrMockOptions*);
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~GrContext() override;
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sk_sp<GrContextThreadSafeProxy> threadSafeProxy();
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/**
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* The GrContext normally assumes that no outsider is setting state
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* within the underlying 3D API's context/device/whatever. This call informs
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* the context that the state was modified and it should resend. Shouldn't
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* be called frequently for good performance.
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* The flag bits, state, is dpendent on which backend is used by the
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* context, either GL or D3D (possible in future).
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*/
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void resetContext(uint32_t state = kAll_GrBackendState);
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/**
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* If the backend is GrBackendApi::kOpenGL, then all texture unit/target combinations for which
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* the GrContext has modified the bound texture will have texture id 0 bound. This does not
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* flush the GrContext. Calling resetContext() does not change the set that will be bound
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* to texture id 0 on the next call to resetGLTextureBindings(). After this is called
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* all unit/target combinations are considered to have unmodified bindings until the GrContext
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* subsequently modifies them (meaning if this is called twice in a row with no intervening
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* GrContext usage then the second call is a no-op.)
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*/
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void resetGLTextureBindings();
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/**
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* Abandons all GPU resources and assumes the underlying backend 3D API context is no longer
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* usable. Call this if you have lost the associated GPU context, and thus internal texture,
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* buffer, etc. references/IDs are now invalid. Calling this ensures that the destructors of the
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* GrContext and any of its created resource objects will not make backend 3D API calls. Content
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* rendered but not previously flushed may be lost. After this function is called all subsequent
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* calls on the GrContext will fail or be no-ops.
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*
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* The typical use case for this function is that the underlying 3D context was lost and further
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* API calls may crash.
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*
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* For Vulkan, even if the device becomes lost, the VkQueue, VkDevice, or VkInstance used to
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* create the GrContext must be alive before calling abandonContext.
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*/
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void abandonContext() override;
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/**
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* Returns true if the context was abandoned or if the if the backend specific context has
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* gotten into an unrecoverarble, lost state (e.g. in Vulkan backend if we've gotten a
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* VK_ERROR_DEVICE_LOST). If the backend context is lost, this call will also abandon the
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* GrContext.
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*/
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bool abandoned() override;
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/**
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* This is similar to abandonContext() however the underlying 3D context is not yet lost and
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* the GrContext will cleanup all allocated resources before returning. After returning it will
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* assume that the underlying context may no longer be valid.
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*
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* The typical use case for this function is that the client is going to destroy the 3D context
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* but can't guarantee that GrContext will be destroyed first (perhaps because it may be ref'ed
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* elsewhere by either the client or Skia objects).
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*
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* For Vulkan, even if the device becomes lost, the VkQueue, VkDevice, or VkInstance used to
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* create the GrContext must be alive before calling releaseResourcesAndAbandonContext.
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*/
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virtual void releaseResourcesAndAbandonContext();
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///////////////////////////////////////////////////////////////////////////
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// Resource Cache
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/** DEPRECATED
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* Return the current GPU resource cache limits.
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*
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* @param maxResources If non-null, will be set to -1.
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* @param maxResourceBytes If non-null, returns maximum number of bytes of
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* video memory that can be held in the cache.
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*/
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void getResourceCacheLimits(int* maxResources, size_t* maxResourceBytes) const;
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/**
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* Return the current GPU resource cache limit in bytes.
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*/
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size_t getResourceCacheLimit() const;
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/**
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* Gets the current GPU resource cache usage.
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*
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* @param resourceCount If non-null, returns the number of resources that are held in the
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* cache.
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* @param maxResourceBytes If non-null, returns the total number of bytes of video memory held
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* in the cache.
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*/
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void getResourceCacheUsage(int* resourceCount, size_t* resourceBytes) const;
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/**
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* Gets the number of bytes in the cache consumed by purgeable (e.g. unlocked) resources.
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*/
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size_t getResourceCachePurgeableBytes() const;
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/** DEPRECATED
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* Specify the GPU resource cache limits. If the current cache exceeds the maxResourceBytes
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* limit, it will be purged (LRU) to keep the cache within the limit.
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*
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* @param maxResources Unused.
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* @param maxResourceBytes The maximum number of bytes of video memory
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* that can be held in the cache.
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*/
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void setResourceCacheLimits(int maxResources, size_t maxResourceBytes);
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/**
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* Specify the GPU resource cache limit. If the cache currently exceeds this limit,
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* it will be purged (LRU) to keep the cache within the limit.
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*
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* @param maxResourceBytes The maximum number of bytes of video memory
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* that can be held in the cache.
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*/
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void setResourceCacheLimit(size_t maxResourceBytes);
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/**
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* Frees GPU created by the context. Can be called to reduce GPU memory
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* pressure.
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*/
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virtual void freeGpuResources();
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/**
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* Purge GPU resources that haven't been used in the past 'msNotUsed' milliseconds or are
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* otherwise marked for deletion, regardless of whether the context is under budget.
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*/
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void performDeferredCleanup(std::chrono::milliseconds msNotUsed);
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// Temporary compatibility API for Android.
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void purgeResourcesNotUsedInMs(std::chrono::milliseconds msNotUsed) {
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this->performDeferredCleanup(msNotUsed);
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}
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/**
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* Purge unlocked resources from the cache until the the provided byte count has been reached
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* or we have purged all unlocked resources. The default policy is to purge in LRU order, but
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* can be overridden to prefer purging scratch resources (in LRU order) prior to purging other
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* resource types.
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*
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* @param maxBytesToPurge the desired number of bytes to be purged.
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* @param preferScratchResources If true scratch resources will be purged prior to other
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* resource types.
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*/
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void purgeUnlockedResources(size_t bytesToPurge, bool preferScratchResources);
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/**
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* This entry point is intended for instances where an app has been backgrounded or
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* suspended.
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* If 'scratchResourcesOnly' is true all unlocked scratch resources will be purged but the
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* unlocked resources with persistent data will remain. If 'scratchResourcesOnly' is false
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* then all unlocked resources will be purged.
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* In either case, after the unlocked resources are purged a separate pass will be made to
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* ensure that resource usage is under budget (i.e., even if 'scratchResourcesOnly' is true
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* some resources with persistent data may be purged to be under budget).
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*
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* @param scratchResourcesOnly If true only unlocked scratch resources will be purged prior
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* enforcing the budget requirements.
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*/
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void purgeUnlockedResources(bool scratchResourcesOnly);
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/**
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* Gets the maximum supported texture size.
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*/
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int maxTextureSize() const;
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/**
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* Gets the maximum supported render target size.
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*/
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int maxRenderTargetSize() const;
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/**
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* Can a SkImage be created with the given color type.
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*/
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bool colorTypeSupportedAsImage(SkColorType) const;
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/**
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* Can a SkSurface be created with the given color type. To check whether MSAA is supported
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* use maxSurfaceSampleCountForColorType().
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*/
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bool colorTypeSupportedAsSurface(SkColorType colorType) const {
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if (kR16G16_unorm_SkColorType == colorType ||
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kA16_unorm_SkColorType == colorType ||
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kA16_float_SkColorType == colorType ||
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kR16G16_float_SkColorType == colorType ||
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kR16G16B16A16_unorm_SkColorType == colorType ||
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kGray_8_SkColorType == colorType) {
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return false;
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}
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return this->maxSurfaceSampleCountForColorType(colorType) > 0;
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}
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/**
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* Gets the maximum supported sample count for a color type. 1 is returned if only non-MSAA
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* rendering is supported for the color type. 0 is returned if rendering to this color type
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* is not supported at all.
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*/
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int maxSurfaceSampleCountForColorType(SkColorType) const;
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///////////////////////////////////////////////////////////////////////////
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// Misc.
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/**
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* Inserts a list of GPU semaphores that the current GPU-backed API must wait on before
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* executing any more commands on the GPU. Skia will take ownership of the underlying semaphores
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* and delete them once they have been signaled and waited on. If this call returns false, then
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* the GPU back-end will not wait on any passed in semaphores, and the client will still own the
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* semaphores.
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*/
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bool wait(int numSemaphores, const GrBackendSemaphore* waitSemaphores);
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/**
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* Call to ensure all drawing to the context has been issued to the underlying 3D API.
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*/
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void flush() {
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this->flush(GrFlushInfo(), GrPrepareForExternalIORequests());
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}
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/**
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* Call to ensure all drawing to the context has been issued to the underlying 3D API.
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*
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* If the return is GrSemaphoresSubmitted::kYes, only initialized GrBackendSemaphores will have
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* been submitted and can be waited on (it is possible Skia failed to create a subset of the
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* semaphores). If this call returns GrSemaphoresSubmitted::kNo, the GPU backend will not have
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* submitted any semaphores to be signaled on the GPU. Thus the client should not have the GPU
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* wait on any of the semaphores passed in with the GrFlushInfo. Regardless of whether
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* semaphores were submitted to the GPU or not, the client is still responsible for deleting any
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* initialized semaphores.
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* Regardleess of semaphore submission the context will still be flushed. It should be
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* emphasized that a return value of GrSemaphoresSubmitted::kNo does not mean the flush did not
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* happen. It simply means there were no semaphores submitted to the GPU. A caller should only
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* take this as a failure if they passed in semaphores to be submitted.
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*/
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GrSemaphoresSubmitted flush(const GrFlushInfo& info) {
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return this->flush(info, GrPrepareForExternalIORequests());
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}
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/**
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* Call to ensure all drawing to the context has been issued to the underlying 3D API.
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*
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* If this call returns GrSemaphoresSubmitted::kNo, the GPU backend will not have created or
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* added any semaphores to signal on the GPU. Thus the client should not have the GPU wait on
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* any of the semaphores passed in with the GrFlushInfo. However, any pending commands to the
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* context will still be flushed. It should be emphasized that a return value of
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* GrSemaphoresSubmitted::kNo does not mean the flush did not happen. It simply means there were
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* no semaphores submitted to the GPU. A caller should only take this as a failure if they
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* passed in semaphores to be submitted.
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*
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* If the GrPrepareForExternalIORequests contains valid gpu backed SkSurfaces or SkImages, Skia
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* will put the underlying backend objects into a state that is ready for external uses. See
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* declaration of GrPreopareForExternalIORequests for more details.
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*/
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GrSemaphoresSubmitted flush(const GrFlushInfo&, const GrPrepareForExternalIORequests&);
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/**
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* Deprecated.
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*/
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GrSemaphoresSubmitted flush(GrFlushFlags flags, int numSemaphores,
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GrBackendSemaphore signalSemaphores[],
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GrGpuFinishedProc finishedProc = nullptr,
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GrGpuFinishedContext finishedContext = nullptr) {
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GrFlushInfo info;
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info.fFlags = flags;
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info.fNumSemaphores = numSemaphores;
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info.fSignalSemaphores = signalSemaphores;
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info.fFinishedProc = finishedProc;
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info.fFinishedContext = finishedContext;
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return this->flush(info);
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}
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/**
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* Deprecated.
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*/
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GrSemaphoresSubmitted flushAndSignalSemaphores(int numSemaphores,
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GrBackendSemaphore signalSemaphores[]) {
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GrFlushInfo info;
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info.fNumSemaphores = numSemaphores;
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info.fSignalSemaphores = signalSemaphores;
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return this->flush(info);
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}
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/**
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* Checks whether any asynchronous work is complete and if so calls related callbacks.
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*/
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void checkAsyncWorkCompletion();
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// Provides access to functions that aren't part of the public API.
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GrContextPriv priv();
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const GrContextPriv priv() const;
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/** Enumerates all cached GPU resources and dumps their memory to traceMemoryDump. */
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// Chrome is using this!
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void dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const;
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bool supportsDistanceFieldText() const;
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void storeVkPipelineCacheData();
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// Returns the gpu memory size of the the texture that backs the passed in SkImage. Returns 0 if
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// the SkImage is not texture backed. For external format textures this will also return 0 as we
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// cannot determine the correct size.
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static size_t ComputeImageSize(sk_sp<SkImage> image, GrMipMapped, bool useNextPow2 = 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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return INHERITED::defaultBackendFormat(ct, renderable);
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}
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/**
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* The explicitly allocated backend texture API allows clients to use Skia to create backend
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* objects outside of Skia proper (i.e., Skia's caching system will not know about them.)
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*
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* It is the client's responsibility to delete all these objects (using deleteBackendTexture)
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* before deleting the GrContext used to create them. If the backend is Vulkan, the textures must
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* be deleted before abandoning the GrContext as well. Additionally, clients should only delete
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* these objects on the thread for which that GrContext is active.
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*
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* The client is responsible for ensuring synchronization between different uses
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* of the backend object (i.e., wrapping it in a surface, rendering to it, deleting the
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* surface, rewrapping it in a image and drawing the image will require explicit
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* sychronization on the client's part).
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*/
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/**
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* If possible, create an uninitialized backend texture. The client should ensure that the
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* returned backend texture is valid.
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* For the Vulkan backend the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_UNDEFINED.
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*/
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GrBackendTexture createBackendTexture(int width, int height,
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const GrBackendFormat&,
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GrMipMapped,
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GrRenderable,
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GrProtected = GrProtected::kNo);
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/**
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* If possible, create an uninitialized backend texture. The client should ensure that the
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* returned backend texture is valid.
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* If successful, the created backend texture will be compatible with the provided
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* SkColorType.
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* For the Vulkan backend the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_UNDEFINED.
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*/
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GrBackendTexture createBackendTexture(int width, int height,
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SkColorType,
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GrMipMapped,
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GrRenderable,
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GrProtected = GrProtected::kNo);
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/**
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* If possible, create an uninitialized backend texture that is compatible with the
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* provided characterization. The client should ensure that the returned backend texture
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* is valid.
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* For the Vulkan backend the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_UNDEFINED.
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*/
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GrBackendTexture createBackendTexture(const SkSurfaceCharacterization& characterization);
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/**
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* If possible, create a backend texture initialized to a particular color. The client should
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* ensure that the returned backend texture is valid. The client can pass in a finishedProc
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* to be notified when the data has been uploaded by the gpu and the texture can be deleted. The
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* client can assume the upload work has been submitted to the gpu. The finishedProc will always
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* get called even if we failed to create the GrBackendTexture.
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* For the Vulkan backend the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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*/
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GrBackendTexture createBackendTexture(int width, int height,
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const GrBackendFormat&,
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const SkColor4f& color,
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GrMipMapped,
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GrRenderable,
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GrProtected = GrProtected::kNo,
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GrGpuFinishedProc finishedProc = nullptr,
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GrGpuFinishedContext finishedContext = nullptr);
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/**
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* If possible, create a backend texture initialized to a particular color. The client should
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* ensure that the returned backend texture is valid. The client can pass in a finishedProc
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* to be notified when the data has been uploaded by the gpu and the texture can be deleted. The
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* client can assume the upload work has been submitted to the gpu. The finishedProc will always
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* get called even if we failed to create the GrBackendTexture.
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* If successful, the created backend texture will be compatible with the provided
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* SkColorType.
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* For the Vulkan backend the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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*/
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GrBackendTexture createBackendTexture(int width, int height,
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SkColorType,
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const SkColor4f& color,
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GrMipMapped,
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GrRenderable,
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GrProtected = GrProtected::kNo,
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GrGpuFinishedProc finishedProc = nullptr,
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GrGpuFinishedContext finishedContext = nullptr);
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/**
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* If possible, create a backend texture initialized to a particular color that is
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* compatible with the provided characterization. The client should ensure that the
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* returned backend texture is valid. The client can pass in a finishedProc to be notified when
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* the data has been uploaded by the gpu and the texture can be deleted. The client can assume
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* the upload work has been submitted to the gpu. The finishedProc will always get called even
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* if we failed to create the GrBackendTexture.
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* For the Vulkan backend the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL if texturaeble
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* VK_IMAGE_LAYOUT_UNDEFINED if not textureable
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*/
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GrBackendTexture createBackendTexture(const SkSurfaceCharacterization& characterization,
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const SkColor4f& color,
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GrGpuFinishedProc finishedProc = nullptr,
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GrGpuFinishedContext finishedContext = nullptr);
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/**
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* If possible, create a backend texture initialized with the provided pixmap data. The client
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* should ensure that the returned backend texture is valid. The client can pass in a
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* finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
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* deleted. The client can assume the upload work has been submitted to the gpu. The
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* finishedProc will always get called even if we failed to create the GrBackendTexture.
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* If successful, the created backend texture will be compatible with the provided
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* pixmap(s). Compatible, in this case, means that the backend format will be the result
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* of calling defaultBackendFormat on the base pixmap's colortype.
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* If numLevels is 1 a non-mipMapped texture will result. If a mipMapped texture is desired
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* the data for all the mipmap levels must be provided. In the mipmapped case all the
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* colortypes of the provided pixmaps must be the same. Additionally, all the miplevels
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* must be sized correctly (please see SkMipMap::ComputeLevelSize and ComputeLevelCount).
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* Note: the pixmap's alphatypes and colorspaces are ignored.
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* For the Vulkan backend the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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*/
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GrBackendTexture createBackendTexture(const SkPixmap srcData[], int numLevels,
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GrRenderable, GrProtected,
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GrGpuFinishedProc finishedProc = nullptr,
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GrGpuFinishedContext finishedContext = nullptr);
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// Helper version of above for a single level.
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GrBackendTexture createBackendTexture(const SkPixmap& srcData,
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GrRenderable renderable,
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GrProtected isProtected,
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GrGpuFinishedProc finishedProc = nullptr,
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GrGpuFinishedContext finishedContext = nullptr) {
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return this->createBackendTexture(&srcData, 1, renderable, isProtected, finishedProc,
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finishedContext);
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}
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/**
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* If possible, updates a backend texture to be filled to a particular color. The client should
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* check the return value to see if the update was successful. The client can pass in a
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* finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
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* deleted. The client can assume the upload work has been submitted to the gpu. The
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* finishedProc will always get called even if we failed to update the GrBackendTexture.
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* For the Vulkan backend after a successful update the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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*/
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bool updateBackendTexture(const GrBackendTexture&,
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const SkColor4f& color,
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GrGpuFinishedProc finishedProc,
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GrGpuFinishedContext finishedContext);
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/**
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* If possible, updates a backend texture filled with the provided pixmap data. The client
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* should check the return value to see if the update was successful. The client can pass in a
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* finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
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* deleted. The client can assume the upload work has been submitted to the gpu. The
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* finishedProc will always get called even if we failed to create the GrBackendTexture.
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* The backend texture must be compatible with the provided pixmap(s). Compatible, in this case,
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* means that the backend format is compatible with the base pixmap's colortype.
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* If the backend texture is mip mapped, the data for all the mipmap levels must be provided.
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* In the mipmapped case all the colortypes of the provided pixmaps must be the same.
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* Additionally, all the miplevels must be sized correctly (please see
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* SkMipMap::ComputeLevelSize and ComputeLevelCount).
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* Note: the pixmap's alphatypes and colorspaces are ignored.
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* For the Vulkan backend after a successful update the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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*/
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bool updateBackendTexture(const GrBackendTexture&,
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const SkPixmap srcData[],
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int numLevels,
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GrGpuFinishedProc finishedProc,
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GrGpuFinishedContext finishedContext);
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/**
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* Retrieve the GrBackendFormat for a given SkImage::CompressionType. This is
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* guaranteed to match the backend format used by the following
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* createCompressedsBackendTexture methods that take a CompressionType.
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* The caller should check that the returned format is valid.
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*/
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GrBackendFormat compressedBackendFormat(SkImage::CompressionType compression) const {
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return INHERITED::compressedBackendFormat(compression);
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}
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/**
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*If possible, create a compressed backend texture initialized to a particular color. The
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* client should ensure that the returned backend texture is valid. The client can pass in a
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* finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
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* deleted. The client can assume the upload work has been submitted to the gpu. The
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* finishedProc will always get called even if we failed to create the GrBackendTexture.
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* For the Vulkan backend the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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*/
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GrBackendTexture createCompressedBackendTexture(int width, int height,
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const GrBackendFormat&,
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const SkColor4f& color,
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GrMipMapped,
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GrProtected = GrProtected::kNo,
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GrGpuFinishedProc finishedProc = nullptr,
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GrGpuFinishedContext finishedContext = nullptr);
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GrBackendTexture createCompressedBackendTexture(int width, int height,
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SkImage::CompressionType,
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const SkColor4f& color,
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GrMipMapped,
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GrProtected = GrProtected::kNo,
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GrGpuFinishedProc finishedProc = nullptr,
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GrGpuFinishedContext finishedContext = nullptr);
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/**
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* If possible, create a backend texture initialized with the provided raw data. The client
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* should ensure that the returned backend texture is valid. The client can pass in a
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* finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
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* deleted. The client can assume the upload work has been submitted to the gpu. The
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* finishedProc will always get called even if we failed to create the GrBackendTexture
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* If numLevels is 1 a non-mipMapped texture will result. If a mipMapped texture is desired
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* the data for all the mipmap levels must be provided. Additionally, all the miplevels
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* must be sized correctly (please see SkMipMap::ComputeLevelSize and ComputeLevelCount).
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* For the Vulkan backend the layout of the created VkImage will be:
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* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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*/
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GrBackendTexture createCompressedBackendTexture(int width, int height,
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const GrBackendFormat&,
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const void* data, size_t dataSize,
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GrMipMapped,
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GrProtected = GrProtected::kNo,
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GrGpuFinishedProc finishedProc = nullptr,
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GrGpuFinishedContext finishedContext = nullptr);
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GrBackendTexture createCompressedBackendTexture(int width, int height,
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SkImage::CompressionType,
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const void* data, size_t dataSize,
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GrMipMapped,
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GrProtected = GrProtected::kNo,
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GrGpuFinishedProc finishedProc = nullptr,
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GrGpuFinishedContext finishedContext = nullptr);
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void deleteBackendTexture(GrBackendTexture);
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// This interface allows clients to pre-compile shaders and populate the runtime program cache.
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// The key and data blobs should be the ones passed to the PersistentCache, in SkSL format.
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//
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// Steps to use this API:
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//
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// 1) Create a GrContext as normal, but set fPersistentCache on GrContextOptions to something
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// that will save the cached shader blobs. Set fShaderCacheStrategy to kSkSL. This will
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// ensure that the blobs are SkSL, and are suitable for pre-compilation.
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// 2) Run your application, and save all of the key/data pairs that are fed to the cache.
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//
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// 3) Switch over to shipping your application. Include the key/data pairs from above.
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// 4) At startup (or any convenient time), call precompileShader for each key/data pair.
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// This will compile the SkSL to create a GL program, and populate the runtime cache.
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//
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// This is only guaranteed to work if the context/device used in step #2 are created in the
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// same way as the one used in step #4, and the same GrContextOptions are specified.
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// Using cached shader blobs on a different device or driver are undefined.
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bool precompileShader(const SkData& key, const SkData& data);
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#ifdef SK_ENABLE_DUMP_GPU
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/** Returns a string with detailed information about the context & GPU, in JSON format. */
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SkString dump() const;
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#endif
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protected:
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GrContext(GrBackendApi, const GrContextOptions&, int32_t contextID = SK_InvalidGenID);
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bool init(sk_sp<const GrCaps>) override;
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GrContext* asDirectContext() override { return this; }
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virtual GrAtlasManager* onGetAtlasManager() = 0;
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sk_sp<GrContextThreadSafeProxy> fThreadSafeProxy;
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private:
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// fTaskGroup must appear before anything that uses it (e.g. fGpu), so that it is destroyed
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// after all of its users. Clients of fTaskGroup will generally want to ensure that they call
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// wait() on it as they are being destroyed, to avoid the possibility of pending tasks being
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// invoked after objects they depend upon have already been destroyed.
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std::unique_ptr<SkTaskGroup> fTaskGroup;
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std::unique_ptr<GrStrikeCache> fStrikeCache;
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sk_sp<GrGpu> fGpu;
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GrResourceCache* fResourceCache;
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GrResourceProvider* fResourceProvider;
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bool fDidTestPMConversions;
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// true if the PM/UPM conversion succeeded; false otherwise
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bool fPMUPMConversionsRoundTrip;
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GrContextOptions::PersistentCache* fPersistentCache;
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GrContextOptions::ShaderErrorHandler* fShaderErrorHandler;
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std::unique_ptr<GrClientMappedBufferManager> fMappedBufferManager;
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// TODO: have the GrClipStackClip use renderTargetContexts and rm this friending
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friend class GrContextPriv;
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typedef GrRecordingContext INHERITED;
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};
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#endif
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