/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkCanvas.h" #include "SkCanvasPriv.h" #include "SkMultiPictureDraw.h" #include "SkPicture.h" #include "SkTaskGroup.h" void SkMultiPictureDraw::DrawData::draw() { fCanvas->drawPicture(fPicture, &fMatrix, fPaint); } void SkMultiPictureDraw::DrawData::init(SkCanvas* canvas, const SkPicture* picture, const SkMatrix* matrix, const SkPaint* paint) { fPicture = SkRef(picture); fCanvas = canvas; if (matrix) { fMatrix = *matrix; } else { fMatrix.setIdentity(); } if (paint) { fPaint = new SkPaint(*paint); } else { fPaint = nullptr; } } void SkMultiPictureDraw::DrawData::Reset(SkTDArray& data) { for (int i = 0; i < data.count(); ++i) { data[i].fPicture->unref(); delete data[i].fPaint; } data.rewind(); } ////////////////////////////////////////////////////////////////////////////////////// SkMultiPictureDraw::SkMultiPictureDraw(int reserve) { if (reserve > 0) { fGPUDrawData.setReserve(reserve); fThreadSafeDrawData.setReserve(reserve); } } void SkMultiPictureDraw::reset() { DrawData::Reset(fGPUDrawData); DrawData::Reset(fThreadSafeDrawData); } void SkMultiPictureDraw::add(SkCanvas* canvas, const SkPicture* picture, const SkMatrix* matrix, const SkPaint* paint) { if (nullptr == canvas || nullptr == picture) { SkDEBUGFAIL("parameters to SkMultiPictureDraw::add should be non-nullptr"); return; } SkTDArray& array = canvas->getGrContext() ? fGPUDrawData : fThreadSafeDrawData; array.append()->init(canvas, picture, matrix, paint); } class AutoMPDReset : SkNoncopyable { SkMultiPictureDraw* fMPD; public: AutoMPDReset(SkMultiPictureDraw* mpd) : fMPD(mpd) {} ~AutoMPDReset() { fMPD->reset(); } }; //#define FORCE_SINGLE_THREAD_DRAWING_FOR_TESTING void SkMultiPictureDraw::draw(bool flush) { AutoMPDReset mpdreset(this); #ifdef FORCE_SINGLE_THREAD_DRAWING_FOR_TESTING for (int i = 0; i < fThreadSafeDrawData.count(); ++i) { fThreadSafeDrawData[i].draw(); } #else SkTaskGroup().batch(fThreadSafeDrawData.count(), [&](int i) { fThreadSafeDrawData[i].draw(); }); #endif // N.B. we could get going on any GPU work from this main thread while the CPU work runs. // But in practice, we've either got GPU work or CPU work, not both. const int count = fGPUDrawData.count(); if (0 == count) { return; } for (int i = 0; i < count; ++i) { const DrawData& data = fGPUDrawData[i]; SkCanvas* canvas = data.fCanvas; const SkPicture* picture = data.fPicture; canvas->drawPicture(picture, &data.fMatrix, data.fPaint); if (flush) { canvas->flush(); } } }