b3e3a955b6
BUG=skia:2889 R=robertphillips@google.com Author: bsalomon@google.com Review URL: https://codereview.chromium.org/581123002
249 lines
8.1 KiB
C++
249 lines
8.1 KiB
C++
/*
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* Copyright 2014 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 GrGpuResource_DEFINED
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#define GrGpuResource_DEFINED
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#include "SkInstCnt.h"
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#include "SkTInternalLList.h"
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#include "GrResourceKey.h"
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class GrResourceCacheEntry;
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class GrResourceCache2;
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class GrGpu;
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class GrContext;
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/**
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* Base class for GrGpuResource. Handles the various types of refs we need. Separated out as a base
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* class to isolate the ref-cnting behavior and provide friendship without exposing all of
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* GrGpuResource.
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*
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* Gpu resources can have three types of refs:
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* 1) Normal ref (+ by ref(), - by unref()): These are used by code that is issuing draw calls
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* that read and write the resource via GrDrawTarget and by any object that must own a
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* GrGpuResource and is itself owned (directly or indirectly) by Skia-client code.
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* 2) Pending read (+ by addPendingRead(), - by readCompleted()): GrContext has scheduled a read
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* of the resource by the GPU as a result of a skia API call but hasn't executed it yet.
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* 3) Pending write (+ by addPendingWrite(), - by writeCompleted()): GrContext has scheduled a
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* write to the resource by the GPU as a result of a skia API call but hasn't executed it yet.
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*
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* The latter two ref types are private and intended only for Gr core code.
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*/
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class GrGpuRef : public SkNoncopyable {
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public:
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SK_DECLARE_INST_COUNT_ROOT(GrGpuRef)
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virtual ~GrGpuRef();
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// Some of the signatures are written to mirror SkRefCnt so that GrGpuResource can work with
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// templated helper classes (e.g. SkAutoTUnref). However, we have different categories of
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// refs (e.g. pending reads). We also don't require thread safety as GrCacheable objects are
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// not intended to cross thread boundaries.
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// internal_dispose() exists because of GrTexture's reliance on it. It will be removed
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// soon.
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void ref() const {
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++fRefCnt;
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// pre-validate once internal_dispose is removed (and therefore 0 ref cnt is not allowed).
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this->validate();
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}
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void unref() const {
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this->validate();
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--fRefCnt;
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if (0 == fRefCnt && 0 == fPendingReads && 0 == fPendingWrites) {
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this->internal_dispose();
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}
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}
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virtual void internal_dispose() const { SkDELETE(this); }
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/** This is exists to service the old mechanism for recycling scratch textures. It will
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be removed soon. */
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bool unique() const { return 1 == (fRefCnt + fPendingReads + fPendingWrites); }
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void validate() const {
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#ifdef SK_DEBUG
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SkASSERT(fRefCnt >= 0);
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SkASSERT(fPendingReads >= 0);
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SkASSERT(fPendingWrites >= 0);
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SkASSERT(fRefCnt + fPendingReads + fPendingWrites > 0);
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#endif
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}
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protected:
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GrGpuRef() : fRefCnt(1), fPendingReads(0), fPendingWrites(0) {}
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private:
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void addPendingRead() const {
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this->validate();
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++fPendingReads;
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}
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void completedRead() const {
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this->validate();
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--fPendingReads;
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if (0 == fRefCnt && 0 == fPendingReads && 0 == fPendingWrites) {
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this->internal_dispose();
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}
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}
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void addPendingWrite() const {
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this->validate();
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++fPendingWrites;
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}
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void completedWrite() const {
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this->validate();
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--fPendingWrites;
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if (0 == fRefCnt && 0 == fPendingReads && 0 == fPendingWrites) {
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this->internal_dispose();
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}
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}
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private:
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mutable int32_t fRefCnt;
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mutable int32_t fPendingReads;
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mutable int32_t fPendingWrites;
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// This class is used to manage conversion of refs to pending reads/writes.
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friend class GrGpuResourceRef;
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template <typename T> friend class GrPendingIOResource;
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};
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/**
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* Base class for objects that can be kept in the GrResourceCache.
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*/
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class GrGpuResource : public GrGpuRef {
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public:
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SK_DECLARE_INST_COUNT(GrGpuResource)
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/**
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* Frees the object in the underlying 3D API. It must be safe to call this
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* when the object has been previously abandoned.
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*/
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void release();
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/**
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* Removes references to objects in the underlying 3D API without freeing
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* them. Used when the API context has been torn down before the GrContext.
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*/
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void abandon();
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/**
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* Tests whether a object has been abandoned or released. All objects will
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* be in this state after their creating GrContext is destroyed or has
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* contextLost called. It's up to the client to test wasDestroyed() before
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* attempting to use an object if it holds refs on objects across
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* ~GrContext, freeResources with the force flag, or contextLost.
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*
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* @return true if the object has been released or abandoned,
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* false otherwise.
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*/
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bool wasDestroyed() const { return NULL == fGpu; }
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/**
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* Retrieves the context that owns the object. Note that it is possible for
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* this to return NULL. When objects have been release()ed or abandon()ed
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* they no longer have an owning context. Destroying a GrContext
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* automatically releases all its resources.
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*/
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const GrContext* getContext() const;
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GrContext* getContext();
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/**
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* Retrieves the amount of GPU memory used by this resource in bytes. It is
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* approximate since we aren't aware of additional padding or copies made
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* by the driver.
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*
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* @return the amount of GPU memory used in bytes
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*/
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virtual size_t gpuMemorySize() const = 0;
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void setCacheEntry(GrResourceCacheEntry* cacheEntry) { fCacheEntry = cacheEntry; }
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GrResourceCacheEntry* getCacheEntry() { return fCacheEntry; }
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/**
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* If this resource can be used as a scratch resource this returns a valid
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* scratch key. Otherwise it returns a key for which isNullScratch is true.
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*/
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const GrResourceKey& getScratchKey() const { return fScratchKey; }
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/**
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* Gets an id that is unique for this GrGpuResource object. It is static in that it does
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* not change when the content of the GrGpuResource object changes. This will never return
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* 0.
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*/
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uint32_t getUniqueID() const { return fUniqueID; }
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protected:
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// This must be called by every GrGpuObject. It should be called once the object is fully
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// initialized (i.e. not in a base class constructor).
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void registerWithCache();
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GrGpuResource(GrGpu*, bool isWrapped);
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virtual ~GrGpuResource();
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bool isInCache() const { return SkToBool(fCacheEntry); }
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GrGpu* getGpu() const { return fGpu; }
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// Derived classes should always call their parent class' onRelease
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// and onAbandon methods in their overrides.
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virtual void onRelease() {};
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virtual void onAbandon() {};
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bool isWrapped() const { return kWrapped_FlagBit & fFlags; }
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/**
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* This entry point should be called whenever gpuMemorySize() begins
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* reporting a different size. If the object is in the cache, it will call
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* gpuMemorySize() immediately and pass the new size on to the resource
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* cache.
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*/
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void didChangeGpuMemorySize() const;
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/**
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* Optionally called by the GrGpuResource subclass if the resource can be used as scratch.
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* By default resources are not usable as scratch. This should only be called once.
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**/
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void setScratchKey(const GrResourceKey& scratchKey);
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private:
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#ifdef SK_DEBUG
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friend class GrGpu; // for assert in GrGpu to access getGpu
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#endif
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static uint32_t CreateUniqueID();
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// We're in an internal doubly linked list owned by GrResourceCache2
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SK_DECLARE_INTERNAL_LLIST_INTERFACE(GrGpuResource);
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// This is not ref'ed but abandon() or release() will be called before the GrGpu object
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// is destroyed. Those calls set will this to NULL.
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GrGpu* fGpu;
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enum Flags {
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/**
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* This object wraps a GPU object given to us by the user.
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* Lifetime management is left up to the user (i.e., we will not
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* free it).
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*/
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kWrapped_FlagBit = 0x1,
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};
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uint32_t fFlags;
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GrResourceCacheEntry* fCacheEntry; // NULL if not in cache
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const uint32_t fUniqueID;
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GrResourceKey fScratchKey;
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typedef GrGpuRef INHERITED;
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};
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#endif
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