35e1ca4b3b
Moves GlyphVector, TextStrike, StrikeCache, and SubRunAllocator. Bug: skia:13118 Change-Id: Ifa4957b5cff280f44606dc62bfd30f6a03063c07 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/536102 Reviewed-by: Greg Daniel <egdaniel@google.com> Reviewed-by: Herb Derby <herb@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
886 lines
46 KiB
C++
886 lines
46 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/gpu/GrRecordingContext.h"
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#include "include/gpu/GrBackendSurface.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 "include/core/SkUnPreMultiply.h"
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class GrAtlasManager;
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class GrBackendSemaphore;
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class GrClientMappedBufferManager;
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class GrDirectContextPriv;
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class GrContextThreadSafeProxy;
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struct GrD3DBackendContext;
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class GrFragmentProcessor;
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class GrGpu;
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struct GrGLInterface;
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struct GrMtlBackendContext;
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struct GrMockOptions;
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class GrPath;
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class GrResourceCache;
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class GrResourceProvider;
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class GrSurfaceProxy;
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class GrTextureProxy;
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struct GrVkBackendContext;
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class SkImage;
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class SkString;
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class SkSurfaceCharacterization;
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class SkSurfaceProps;
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class SkTaskGroup;
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class SkTraceMemoryDump;
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namespace skgpu {
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class Swizzle;
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namespace v1 { class SmallPathAtlasMgr; }
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}
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namespace sktext::gpu {
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class StrikeCache;
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}
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class SK_API GrDirectContext : public GrRecordingContext {
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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 GrMtlBackendContext contains a
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* MTLDevice and MTLCommandQueue which should be used by the backend. These objects must
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* have their own ref which will be released when the GrMtlBackendContext is destroyed.
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* Ganesh will take its own ref on the objects which will be released when the GrDirectContext
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* is destroyed.
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*/
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static sk_sp<GrDirectContext> MakeMetal(const GrMtlBackendContext&, const GrContextOptions&);
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static sk_sp<GrDirectContext> MakeMetal(const GrMtlBackendContext&);
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/**
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* Deprecated.
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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 that 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 this
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* context.
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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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* If 'scratchResourcesOnly' is true all unlocked scratch resources older than 'msNotUsed' will
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* be purged but the unlocked resources with persistent data will remain. If
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* 'scratchResourcesOnly' is false then all unlocked resources older than 'msNotUsed' will be
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* purged.
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*
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* @param msNotUsed Only unlocked resources not used in these last milliseconds
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* will be cleaned up.
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* @param scratchResourcesOnly If true only unlocked scratch resources will be purged.
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*/
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void performDeferredCleanup(std::chrono::milliseconds msNotUsed,
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bool scratchResourcesOnly=false);
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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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/**
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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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using GrRecordingContext::defaultBackendFormat;
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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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*/
|
|
GrBackendTexture createBackendTexture(int width, int height,
|
|
SkColorType,
|
|
GrMipmapped,
|
|
GrRenderable,
|
|
GrProtected = GrProtected::kNo);
|
|
|
|
/**
|
|
* 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 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.
|
|
* 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 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
|
|
* 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 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). The
|
|
* GrSurfaceOrigin controls whether the pixmap data is vertically flipped in the texture.
|
|
* 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,
|
|
GrSurfaceOrigin,
|
|
GrRenderable,
|
|
GrProtected,
|
|
GrGpuFinishedProc finishedProc = nullptr,
|
|
GrGpuFinishedContext finishedContext = nullptr);
|
|
|
|
/**
|
|
* Convenience version createBackendTexture() that takes just a base level pixmap.
|
|
*/
|
|
GrBackendTexture createBackendTexture(const SkPixmap& srcData,
|
|
GrSurfaceOrigin textureOrigin,
|
|
GrRenderable renderable,
|
|
GrProtected isProtected,
|
|
GrGpuFinishedProc finishedProc = nullptr,
|
|
GrGpuFinishedContext finishedContext = nullptr) {
|
|
return this->createBackendTexture(&srcData, 1, textureOrigin, renderable, isProtected,
|
|
finishedProc, finishedContext);
|
|
}
|
|
|
|
// Deprecated versions that do not take origin and assume top-left.
|
|
GrBackendTexture createBackendTexture(const SkPixmap srcData[],
|
|
int numLevels,
|
|
GrRenderable renderable,
|
|
GrProtected isProtected,
|
|
GrGpuFinishedProc finishedProc = nullptr,
|
|
GrGpuFinishedContext finishedContext = nullptr) {
|
|
return this->createBackendTexture(srcData,
|
|
numLevels,
|
|
kTopLeft_GrSurfaceOrigin,
|
|
renderable,
|
|
isProtected,
|
|
finishedProc,
|
|
finishedContext);
|
|
}
|
|
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 is required to call `submit` to send the upload work 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 to be filled to a particular color. The data in
|
|
* GrBackendTexture and passed in color is interpreted with respect to the passed in
|
|
* SkColorType. 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 is required to call `submit` to send
|
|
* the upload work 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&,
|
|
SkColorType skColorType,
|
|
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 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.
|
|
* 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. The src data
|
|
* can be deleted when this call returns.
|
|
* 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). The GrSurfaceOrigin controls whether the
|
|
* pixmap data is vertically flipped in the texture.
|
|
* 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,
|
|
GrSurfaceOrigin = kTopLeft_GrSurfaceOrigin,
|
|
GrGpuFinishedProc finishedProc = nullptr,
|
|
GrGpuFinishedContext finishedContext = nullptr);
|
|
|
|
/**
|
|
* Convenience version of updateBackendTexture that takes just a base level pixmap.
|
|
*/
|
|
bool updateBackendTexture(const GrBackendTexture& texture,
|
|
const SkPixmap& srcData,
|
|
GrSurfaceOrigin textureOrigin = kTopLeft_GrSurfaceOrigin,
|
|
GrGpuFinishedProc finishedProc = nullptr,
|
|
GrGpuFinishedContext finishedContext = nullptr) {
|
|
return this->updateBackendTexture(texture,
|
|
&srcData,
|
|
1,
|
|
textureOrigin,
|
|
finishedProc,
|
|
finishedContext);
|
|
}
|
|
|
|
// Deprecated version that does not take origin and assumes top-left.
|
|
bool updateBackendTexture(const GrBackendTexture& texture,
|
|
const SkPixmap srcData[],
|
|
int numLevels,
|
|
GrGpuFinishedProc finishedProc,
|
|
GrGpuFinishedContext finishedContext) {
|
|
return this->updateBackendTexture(texture,
|
|
srcData,
|
|
numLevels,
|
|
kTopLeft_GrSurfaceOrigin,
|
|
finishedProc,
|
|
finishedContext);
|
|
}
|
|
|
|
/**
|
|
* Retrieve the GrBackendFormat for a given SkImage::CompressionType. This is
|
|
* guaranteed to match the backend format used by the following
|
|
* createCompressedBackendTexture methods that take a CompressionType.
|
|
*
|
|
* The caller should check that the returned format is valid.
|
|
*/
|
|
using GrRecordingContext::compressedBackendFormat;
|
|
|
|
/**
|
|
*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 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.
|
|
* 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 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 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);
|
|
|
|
/**
|
|
* If possible, updates a backend texture filled with the provided color. If the texture is
|
|
* mipmapped, all levels of the mip chain will be updated to have the supplied 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 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.
|
|
* For the Vulkan backend after a successful update the layout of the created VkImage will be:
|
|
* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
|
|
*/
|
|
bool updateCompressedBackendTexture(const GrBackendTexture&,
|
|
const SkColor4f& color,
|
|
GrGpuFinishedProc finishedProc,
|
|
GrGpuFinishedContext finishedContext);
|
|
|
|
/**
|
|
* If possible, updates a backend texture filled with the provided raw 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 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 a mipmapped texture is passed in, 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 after a successful update the layout of the created VkImage will be:
|
|
* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
|
|
*/
|
|
bool updateCompressedBackendTexture(const GrBackendTexture&,
|
|
const void* data,
|
|
size_t dataSize,
|
|
GrGpuFinishedProc finishedProc,
|
|
GrGpuFinishedContext finishedContext);
|
|
|
|
/**
|
|
* Updates the state of the GrBackendTexture/RenderTarget to have the passed in
|
|
* GrBackendSurfaceMutableState. All objects that wrap the backend surface (i.e. SkSurfaces and
|
|
* SkImages) will also be aware of this state change. This call does not submit the state change
|
|
* to the gpu, but requires the client to call `submit` to send it to the GPU. The work
|
|
* for this call is ordered linearly with all other calls that require GrContext::submit to be
|
|
* called (e.g updateBackendTexture and flush). If finishedProc is not null then it will be
|
|
* called with finishedContext after the state transition is known to have occurred on the GPU.
|
|
*
|
|
* See GrBackendSurfaceMutableState to see what state can be set via this call.
|
|
*
|
|
* If the backend API is Vulkan, the caller can set the GrBackendSurfaceMutableState's
|
|
* VkImageLayout to VK_IMAGE_LAYOUT_UNDEFINED or queueFamilyIndex to VK_QUEUE_FAMILY_IGNORED to
|
|
* tell Skia to not change those respective states.
|
|
*
|
|
* If previousState is not null and this returns true, then Skia will have filled in
|
|
* previousState to have the values of the state before this call.
|
|
*/
|
|
bool setBackendTextureState(const GrBackendTexture&,
|
|
const GrBackendSurfaceMutableState&,
|
|
GrBackendSurfaceMutableState* previousState = nullptr,
|
|
GrGpuFinishedProc finishedProc = nullptr,
|
|
GrGpuFinishedContext finishedContext = nullptr);
|
|
bool setBackendRenderTargetState(const GrBackendRenderTarget&,
|
|
const GrBackendSurfaceMutableState&,
|
|
GrBackendSurfaceMutableState* previousState = nullptr,
|
|
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 GrDirectContext 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
|
|
|
|
class DirectContextID {
|
|
public:
|
|
static GrDirectContext::DirectContextID Next();
|
|
|
|
DirectContextID() : fID(SK_InvalidUniqueID) {}
|
|
|
|
bool operator==(const DirectContextID& that) const { return fID == that.fID; }
|
|
bool operator!=(const DirectContextID& that) const { return !(*this == that); }
|
|
|
|
void makeInvalid() { fID = SK_InvalidUniqueID; }
|
|
bool isValid() const { return fID != SK_InvalidUniqueID; }
|
|
|
|
private:
|
|
constexpr DirectContextID(uint32_t id) : fID(id) {}
|
|
uint32_t fID;
|
|
};
|
|
|
|
DirectContextID directContextID() const { return fDirectContextID; }
|
|
|
|
// Provides access to functions that aren't part of the public API.
|
|
GrDirectContextPriv priv();
|
|
const GrDirectContextPriv priv() const; // NOLINT(readability-const-return-type)
|
|
|
|
protected:
|
|
GrDirectContext(GrBackendApi backend, const GrContextOptions& options);
|
|
|
|
bool init() override;
|
|
|
|
GrAtlasManager* onGetAtlasManager() { return fAtlasManager.get(); }
|
|
skgpu::v1::SmallPathAtlasMgr* onGetSmallPathAtlasMgr();
|
|
|
|
GrDirectContext* asDirectContext() override { return this; }
|
|
|
|
private:
|
|
// This call will make sure out work on the GPU is finished and will execute any outstanding
|
|
// asynchronous work (e.g. calling finished procs, freeing resources, etc.) related to the
|
|
// outstanding work on the gpu. The main use currently for this function is when tearing down or
|
|
// abandoning the context.
|
|
//
|
|
// When we finish up work on the GPU it could trigger callbacks to the client. In the case we
|
|
// are abandoning the context we don't want the client to be able to use the GrDirectContext to
|
|
// issue more commands during the callback. Thus before calling this function we set the
|
|
// GrDirectContext's state to be abandoned. However, we need to be able to get by the abaonded
|
|
// check in the call to know that it is safe to execute this. The shouldExecuteWhileAbandoned
|
|
// bool is used for this signal.
|
|
void syncAllOutstandingGpuWork(bool shouldExecuteWhileAbandoned);
|
|
|
|
const DirectContextID fDirectContextID;
|
|
// 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<sktext::gpu::StrikeCache> fStrikeCache;
|
|
sk_sp<GrGpu> fGpu;
|
|
std::unique_ptr<GrResourceCache> fResourceCache;
|
|
std::unique_ptr<GrResourceProvider> fResourceProvider;
|
|
|
|
bool fDidTestPMConversions;
|
|
// true if the PM/UPM conversion succeeded; false otherwise
|
|
bool fPMUPMConversionsRoundTrip;
|
|
|
|
GrContextOptions::PersistentCache* fPersistentCache;
|
|
|
|
std::unique_ptr<GrClientMappedBufferManager> fMappedBufferManager;
|
|
std::unique_ptr<GrAtlasManager> fAtlasManager;
|
|
|
|
std::unique_ptr<skgpu::v1::SmallPathAtlasMgr> fSmallPathAtlasMgr;
|
|
|
|
friend class GrDirectContextPriv;
|
|
|
|
using INHERITED = GrRecordingContext;
|
|
};
|
|
|
|
|
|
#endif
|