a3aa75ab29
Bug: skia:8802 Change-Id: I093c2a4e879b635b169a849d9af3e9f7a3d84a88 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/207870 Commit-Queue: Greg Daniel <egdaniel@google.com> Reviewed-by: Robert Phillips <robertphillips@google.com>
351 lines
15 KiB
C++
351 lines
15 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 "SkMatrix.h"
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#include "SkPathEffect.h"
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#include "SkTypes.h"
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#include "../private/GrRecordingContext.h"
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#include "GrContextOptions.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 "SkUnPreMultiply.h"
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class GrAtlasManager;
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class GrBackendFormat;
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class GrBackendSemaphore;
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class GrCaps;
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class GrContextPriv;
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class GrContextThreadSafeProxy;
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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 GrSamplerState;
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class GrSkSLFPFactoryCache;
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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 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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/**
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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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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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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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void abandonContext() override;
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/**
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* Returns true if the context was abandoned.
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*/
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using GrImageContext::abandoned;
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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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virtual void releaseResourcesAndAbandonContext();
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///////////////////////////////////////////////////////////////////////////
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// Resource Cache
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/**
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* Return the current GPU resource cache limits.
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*
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* @param maxResources If non-null, returns maximum number of resources that
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* can be held in the cache.
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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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* 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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/**
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* Specify the GPU resource cache limits. If the current cache exceeds either
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* of these, it will be purged (LRU) to keep the cache within these limits.
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*
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* @param maxResources The maximum number of resources that can be held in
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* the cache.
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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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* 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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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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* 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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/**
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* Call to ensure all drawing to the context has been issued to the underlying 3D API. After
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* issuing all commands, numSemaphore semaphores will be signaled by the gpu. The client passes
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* in an array of numSemaphores GrBackendSemaphores. In general these GrBackendSemaphore's can
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* be either initialized or not. If they are initialized, the backend uses the passed in
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* semaphore. If it is not initialized, a new semaphore is created and the GrBackendSemaphore
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* object is initialized with that semaphore.
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*
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* The client will own and be responsible for deleting the underlying semaphores that are stored
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* and returned in initialized GrBackendSemaphore objects. The GrBackendSemaphore objects
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* themselves can be deleted as soon as this function returns.
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*
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* If the backend API is OpenGL only uninitialized GrBackendSemaphores are supported.
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* If the backend API is Vulkan either initialized or uninitialized semaphores are supported.
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* If uninitialized, the semaphores which are created will be valid for use only with the
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* VkDevice with which they were created.
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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. However, any pending commands to the context will still be flushed.
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*
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* If a finishedProc is provided, the finishedProc will be called when all work submitted to the
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* gpu from this flush call and all previous flush calls has finished on the GPU. If the flush
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* call fails due to an error and nothing ends up getting sent to the GPU, the finished proc is
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* called immediately.
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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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/**
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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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return this->flush(kNone_GrFlushFlags, numSemaphores, signalSemaphores);
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}
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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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static size_t ComputeTextureSize(SkColorType type, int width, int height, GrMipMapped,
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bool useNextPow2 = false);
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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>, sk_sp<GrSkSLFPFactoryCache>) 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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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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// TODO: have the GrClipStackClip use renderTargetContexts and rm this friending
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friend class GrContextPriv;
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/**
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* These functions create premul <-> unpremul effects, using the specialized round-trip effects
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* from GrConfigConversionEffect.
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*/
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std::unique_ptr<GrFragmentProcessor> createPMToUPMEffect(std::unique_ptr<GrFragmentProcessor>);
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std::unique_ptr<GrFragmentProcessor> createUPMToPMEffect(std::unique_ptr<GrFragmentProcessor>);
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/**
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* Returns true if createPMToUPMEffect and createUPMToPMEffect will succeed. In other words,
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* did we find a pair of round-trip preserving conversion effects?
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*/
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bool validPMUPMConversionExists();
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typedef GrRecordingContext INHERITED;
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};
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#endif
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