98c39ba497
Although not necessary this, at least, demonstrates how we expect these callbacks to be used. Change-Id: I67c81e5cf882fbf2511729ede29f6ae9af389d52 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/297862 Commit-Queue: Robert Phillips <robertphillips@google.com> Reviewed-by: Greg Daniel <egdaniel@google.com>
116 lines
3.4 KiB
C++
116 lines
3.4 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 YUVUtils_DEFINED
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#define YUVUtils_DEFINED
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#include "include/core/SkImage.h"
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#include "include/core/SkYUVAIndex.h"
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#include "include/core/SkYUVASizeInfo.h"
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#include "include/gpu/GrBackendSurface.h"
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#include "src/core/SkAutoMalloc.h"
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class SkData;
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namespace sk_gpu_test {
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// Utility that decodes a JPEG but preserves the YUVA8 planes in the image, and uses
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// MakeFromYUVAPixmaps to create a GPU multiplane YUVA image for a context. It extracts the planar
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// data once, and lazily creates the actual SkImage when the GrContext is provided (and refreshes
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// the image if the context has changed, as in Viewer)
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class LazyYUVImage {
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public:
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// Returns null if the data could not be extracted into YUVA8 planes
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static std::unique_ptr<LazyYUVImage> Make(sk_sp<SkData> data);
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sk_sp<SkImage> refImage(GrContext* context);
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const SkImage* getImage(GrContext* context);
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private:
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// Decoded YUV data
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SkYUVASizeInfo fSizeInfo;
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SkYUVColorSpace fColorSpace;
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SkYUVAIndex fComponents[SkYUVAIndex::kIndexCount];
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SkAutoMalloc fPlaneData;
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SkPixmap fPlanes[SkYUVASizeInfo::kMaxCount];
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// Memoized SkImage formed with planes
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sk_sp<SkImage> fYUVImage;
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uint32_t fOwningContextID;
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LazyYUVImage() : fOwningContextID(SK_InvalidGenID) {}
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bool reset(sk_sp<SkData> data);
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bool ensureYUVImage(GrContext* context);
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};
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// A helper for managing the lifetime of backend textures for YUVA images.
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class YUVABackendReleaseContext {
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public:
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static GrGpuFinishedProc CreationCompleteProc(int index);
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// A stock 'TextureReleaseProc' to use with this class
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static void Release(void* releaseContext) {
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auto beContext = reinterpret_cast<YUVABackendReleaseContext*>(releaseContext);
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delete beContext;
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}
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// Given how and when backend textures are created, just deleting this object often
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// isn't enough. This helper encapsulates the extra work needed.
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static void Unwind(GrContext* context, YUVABackendReleaseContext* beContext, bool fullFlush);
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YUVABackendReleaseContext(GrContext* context);
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~YUVABackendReleaseContext();
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void set(int index, const GrBackendTexture& beTex) {
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SkASSERT(index >= 0 && index < 4);
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SkASSERT(!fBETextures[index].isValid());
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SkASSERT(beTex.isValid());
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fBETextures[index] = beTex;
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}
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void setCreationComplete(int index) {
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SkASSERT(index >= 0 && index < 4);
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// In GL, the finished proc can fire before the backend texture is returned to the client
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// SkASSERT(fBETextures[index].isValid());
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fCreationComplete[index] = true;
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}
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bool creationCompleted() const {
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for (int i = 0; i < 4; ++i) {
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if (fBETextures[i].isValid() && !fCreationComplete[i]) {
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return false;
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}
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}
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return true;
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}
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const GrBackendTexture* beTextures() const { return fBETextures; }
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const GrBackendTexture& beTexture(int index) {
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SkASSERT(index >= 0 && index < 4);
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SkASSERT(fBETextures[index].isValid());
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return fBETextures[index];
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}
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private:
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GrContext* fContext;
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GrBackendTexture fBETextures[4];
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bool fCreationComplete[4] = { false };
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};
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} // namespace sk_gpu_test
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#endif // YUVUtils_DEFINED
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