98dd004e7e
Cut and paste job. Getting close! Change-Id: Ifd1673a92a44dac1e8aab578a3e41b2a2b5e3325 Cq-Include-Trybots: luci.skia.skia.primary:Perf-Debian10-EMCC-GCE-CPU-AVX2-wasm-Release-All-CanvasKit,Perf-Debian10-EMCC-GCE-CPU-AVX2-wasm-Release-All-Puppeteer_RenderSKP Change-Id: Ifd1673a92a44dac1e8aab578a3e41b2a2b5e3325 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/325659 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Robert Phillips <robertphillips@google.com> Auto-Submit: Adlai Holler <adlai@google.com>
508 lines
24 KiB
C++
508 lines
24 KiB
C++
/*
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* Copyright 2020 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 GrDirectContext_DEFINED
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#define GrDirectContext_DEFINED
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#include "include/private/GrContext.h"
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class GrAtlasManager;
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class GrSmallPathAtlasMgr;
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class SK_API GrDirectContext : public GrContext {
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public:
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#ifdef SK_GL
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/**
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* Creates a GrDirectContext for a backend context. If no GrGLInterface is provided then the
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* result of GrGLMakeNativeInterface() is used if it succeeds.
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*/
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static sk_sp<GrDirectContext> MakeGL(sk_sp<const GrGLInterface>, const GrContextOptions&);
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static sk_sp<GrDirectContext> MakeGL(sk_sp<const GrGLInterface>);
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static sk_sp<GrDirectContext> MakeGL(const GrContextOptions&);
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static sk_sp<GrDirectContext> MakeGL();
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#endif
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#ifdef SK_VULKAN
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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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* GrDirectContext is destroyed. This also means that any objects created with this
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* GrDirectContext (e.g. SkSurfaces, SkImages, etc.) must also be released as they may hold
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* refs on the GrDirectContext. Once all these objects and the GrDirectContext are released,
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* then it is safe to delete the vulkan objects.
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*/
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static sk_sp<GrDirectContext> MakeVulkan(const GrVkBackendContext&, const GrContextOptions&);
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static sk_sp<GrDirectContext> MakeVulkan(const GrVkBackendContext&);
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#endif
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#ifdef SK_METAL
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/**
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* Makes a GrDirectContext which uses Metal as the backend. The device parameter is an
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* MTLDevice and queue is an MTLCommandQueue which should be used by the backend. These objects
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* must have a ref on them which can be transferred to Ganesh which will release the ref
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* when the GrDirectContext is destroyed.
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*/
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static sk_sp<GrDirectContext> MakeMetal(void* device, void* queue, const GrContextOptions&);
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static sk_sp<GrDirectContext> 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 GrDirectContext which uses Direct3D as the backend. The Direct3D context
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* must be kept alive until the returned GrDirectContext is first destroyed or abandoned.
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*/
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static sk_sp<GrDirectContext> MakeDirect3D(const GrD3DBackendContext&, const GrContextOptions&);
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static sk_sp<GrDirectContext> MakeDirect3D(const GrD3DBackendContext&);
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#endif
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#ifdef SK_DAWN
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static sk_sp<GrDirectContext> MakeDawn(const wgpu::Device&,
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const GrContextOptions&);
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static sk_sp<GrDirectContext> MakeDawn(const wgpu::Device&);
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#endif
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static sk_sp<GrDirectContext> MakeMock(const GrMockOptions*, const GrContextOptions&);
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static sk_sp<GrDirectContext> MakeMock(const GrMockOptions*);
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~GrDirectContext() override;
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/**
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* The context 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 dependent 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 context has modified the bound texture will have texture id 0 bound. This does not
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* flush the context. 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 context
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* subsequently modifies them (meaning if this is called twice in a row with no intervening
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* context 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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* context 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 context 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 context must be kept alive even after abandoning the context. Those objects must
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* live for the lifetime of the context object itself. The reason for this is so that
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* we can continue to delete any outstanding GrBackendTextures/RenderTargets which must be
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* cleaned up even in a device lost state.
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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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// TODO: Remove this from public after migrating Chrome.
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sk_sp<GrContextThreadSafeProxy> threadSafeProxy();
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/**
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* Checks if the underlying 3D API reported an out-of-memory error. If this returns true it is
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* reset and will return false until another out-of-memory error is reported by the 3D API. If
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* the context is abandoned then this will report false.
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*
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* Currently this is implemented for:
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*
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* OpenGL [ES] - Note that client calls to glGetError() may swallow GL_OUT_OF_MEMORY errors and
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* therefore hide the error from Skia. Also, it is not advised to use this in combination with
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* enabling GrContextOptions::fSkipGLErrorChecks. That option may prevent the context from ever
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* checking the GL context for OOM.
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*
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* Vulkan - Reports true if VK_ERROR_OUT_OF_HOST_MEMORY or VK_ERROR_OUT_OF_DEVICE_MEMORY has
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* occurred.
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*/
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bool oomed();
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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 context 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 context 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 context must be alive before calling releaseResourcesAndAbandonContext.
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*/
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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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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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using GrRecordingContext::maxTextureSize;
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/**
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* Gets the maximum supported render target size.
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*/
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using GrRecordingContext::maxRenderTargetSize;
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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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using GrRecordingContext::colorTypeSupportedAsImage;
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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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using GrRecordingContext::colorTypeSupportedAsSurface;
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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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using GrRecordingContext::maxSurfaceSampleCountForColorType;
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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. If this call returns false, then the GPU back-end
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* will not wait on any passed in semaphores, and the client will still own the semaphores,
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* regardless of the value of deleteSemaphoresAfterWait.
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*
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* If deleteSemaphoresAfterWait is false then Skia will not delete the semaphores. In this case
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* it is the client's responsibility to not destroy or attempt to reuse the semaphores until it
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* knows that Skia has finished waiting on them. This can be done by using finishedProcs on
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* flush calls.
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*/
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bool wait(int numSemaphores, const GrBackendSemaphore* waitSemaphores,
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bool deleteSemaphoresAfterWait = true);
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/**
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* Call to ensure all drawing to the context has been flushed and submitted to the underlying 3D
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* API. This is equivalent to calling GrContext::flush with a default GrFlushInfo followed by
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* GrContext::submit(syncCpu).
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*/
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void flushAndSubmit(bool syncCpu = false) {
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this->flush(GrFlushInfo());
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this->submit(syncCpu);
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}
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/**
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* Call to ensure all drawing to the context has been flushed to underlying 3D API specific
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* objects. A call to `submit` is always required to ensure work is actually sent to
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* the gpu. Some specific API details:
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* GL: Commands are actually sent to the driver, but glFlush is never called. Thus some
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* sync objects from the flush will not be valid until a submission occurs.
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*
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* Vulkan/Metal/D3D/Dawn: Commands are recorded to the backend APIs corresponding command
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* buffer or encoder objects. However, these objects are not sent to the gpu until a
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* submission occurs.
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*
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* If the return is GrSemaphoresSubmitted::kYes, only initialized GrBackendSemaphores will be
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* submitted to the gpu during the next submit call (it is possible Skia failed to create a
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* subset of the semaphores). The client should not wait on these semaphores until after submit
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* has been called, and must keep them alive until then. If this call returns
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* GrSemaphoresSubmitted::kNo, the GPU backend will not submit any semaphores to be signaled on
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* the GPU. Thus the client should not have the GPU wait on any of the semaphores passed in with
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* the GrFlushInfo. Regardless of whether semaphores were submitted to the GPU or not, the
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* client is still responsible for deleting any 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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void flush() { this->flush({}); }
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/**
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* Submit outstanding work to the gpu from all previously un-submitted flushes. The return
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* value of the submit will indicate whether or not the submission to the GPU was successful.
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*
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* If the call returns true, all previously passed in semaphores in flush calls will have been
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* submitted to the GPU and they can safely be waited on. The caller should wait on those
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* semaphores or perform some other global synchronization before deleting the semaphores.
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*
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* If it returns false, then those same semaphores will not have been submitted and we will not
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* try to submit them again. The caller is free to delete the semaphores at any time.
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*
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* If the syncCpu flag is true this function will return once the gpu has finished with all
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* submitted work.
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*/
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bool submit(bool syncCpu = false);
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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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/** 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 context used to create them. If the backend is Vulkan, the textures must
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* be deleted before abandoning the context as well. Additionally, clients should only delete
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* these objects on the thread for which that context 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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* synchronization 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 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 is required to call `submit` to send the upload work 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 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 is required to call `submit` to send the upload work 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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* SkColorType.
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* For the Vulkan backend the layout of the created VkImage will be:
|
|
* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
|
|
*/
|
|
GrBackendTexture createBackendTexture(int width, int height,
|
|
SkColorType,
|
|
const SkColor4f& color,
|
|
GrMipmapped,
|
|
GrRenderable,
|
|
GrProtected = GrProtected::kNo,
|
|
GrGpuFinishedProc finishedProc = nullptr,
|
|
GrGpuFinishedContext finishedContext = nullptr);
|
|
|
|
/**
|
|
* If possible, create a backend texture initialized with the provided pixmap data. The client
|
|
* should ensure that the returned backend texture is valid. The client can pass in a
|
|
* finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
|
|
* deleted. The client is required to call `submit` to send the upload work to the gpu.
|
|
* The finishedProc will always get called even if we failed to create the GrBackendTexture.
|
|
* If successful, the created backend texture will be compatible with the provided
|
|
* pixmap(s). Compatible, in this case, means that the backend format will be the result
|
|
* of calling defaultBackendFormat on the base pixmap's colortype. The src data can be deleted
|
|
* when this call returns.
|
|
* If numLevels is 1 a non-mipMapped texture will result. If a mipMapped texture is desired
|
|
* the data for all the mipmap levels must be provided. In the mipmapped case all the
|
|
* colortypes of the provided pixmaps must be the same. Additionally, all the miplevels
|
|
* must be sized correctly (please see SkMipmap::ComputeLevelSize and ComputeLevelCount).
|
|
* Note: the pixmap's alphatypes and colorspaces are ignored.
|
|
* For the Vulkan backend the layout of the created VkImage will be:
|
|
* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
|
|
*/
|
|
GrBackendTexture createBackendTexture(const SkPixmap srcData[], int numLevels,
|
|
GrRenderable, GrProtected,
|
|
GrGpuFinishedProc finishedProc = nullptr,
|
|
GrGpuFinishedContext finishedContext = nullptr);
|
|
|
|
// Helper version of above for a single level.
|
|
GrBackendTexture createBackendTexture(const SkPixmap& srcData,
|
|
GrRenderable renderable,
|
|
GrProtected isProtected,
|
|
GrGpuFinishedProc finishedProc = nullptr,
|
|
GrGpuFinishedContext finishedContext = nullptr) {
|
|
return this->createBackendTexture(&srcData, 1, renderable, isProtected, finishedProc,
|
|
finishedContext);
|
|
}
|
|
protected:
|
|
GrDirectContext(GrBackendApi backend, const GrContextOptions& options);
|
|
|
|
bool init() override;
|
|
|
|
GrAtlasManager* onGetAtlasManager() override { return fAtlasManager.get(); }
|
|
GrSmallPathAtlasMgr* onGetSmallPathAtlasMgr() override;
|
|
|
|
GrDirectContext* asDirectContext() override { return this; }
|
|
|
|
private:
|
|
std::unique_ptr<GrAtlasManager> fAtlasManager;
|
|
|
|
std::unique_ptr<GrSmallPathAtlasMgr> fSmallPathAtlasMgr;
|
|
|
|
using INHERITED = GrContext;
|
|
};
|
|
|
|
|
|
#endif
|