skia2/include/gpu/GrContext.h
Adlai Holler e219d1c94c Make GrContextThreadSafeProxy not a GrContext_Base
Once this API is retracted, we can rename it to something more sane.
The code base has some `fContextInfo` ivars of this type, suggesting it
was previously named ContextInfo. It could be a ContextGroup or something else.

Bug: skia:10318
Change-Id: I3471e2172f46163f98a94780f0d7eb3431894cda
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/293556
Reviewed-by: Robert Phillips <robertphillips@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
Auto-Submit: Adlai Holler <adlai@google.com>
2020-06-02 16:14:48 +00:00

728 lines
37 KiB
C++

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