/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef PromiseImageHelper_DEFINED #define PromiseImageHelper_DEFINED #include "SkBitmap.h" #include "SkTArray.h" #include "GrBackendSurface.h" class GrContext; class SkDeferredDisplayListRecorder; class SkImage; class SkPicture; // This class consolidates tracking & extraction of the original image data from an skp, // the upload of said data to the GPU and the fulfillment of promise images. // // The way this works is: // the original skp is converted to SkData and all its image info is extracted into this // class and only indices into this class are left in the SkData (via deflateSKP) // // Prior to replaying in threads, all the images stored in this class are uploaded to the // gpu and PromiseImageCallbackContexts are created for them (via uploadAllToGPU) // // Each thread reinflates the SkData into an SkPicture replacing all the indices w/ // promise images (all using the same GrBackendTexture and getting a ref to the // appropriate PromiseImageCallbackContext) (via reinflateSKP). // // This class is then reset - dropping all of its refs on the PromiseImageCallbackContexts // // Each done callback unrefs its PromiseImageCallbackContext so, once all the promise images // are done the PromiseImageCallbackContext is freed and its GrBackendTexture removed // from VRAM // // Note: if DDLs are going to be replayed multiple times, the reset call can be delayed until // all the replaying is complete. This will pin the GrBackendTextures in VRAM. class DDLPromiseImageHelper { public: DDLPromiseImageHelper() { } // Convert the SkPicture into SkData replacing all the SkImages with an index. sk_sp deflateSKP(const SkPicture* inputPicture); void uploadAllToGPU(GrContext* context); // reinflate a deflated SKP, replacing all the indices with promise images. sk_sp reinflateSKP(SkDeferredDisplayListRecorder*, SkData* compressedPicture, SkTArray>* promiseImages) const; // Remove this class' refs on the PromiseImageCallbackContexts void reset() { fImageInfo.reset(); } private: // This class acts as a proxy for the single GrBackendTexture representing an image. // Whenever a promise image is created for the image, the promise image receives a ref to // this object. Once all the promise images receive their done callbacks this object // is deleted - removing the GrBackendTexture from VRAM. // Note that while the DDLs are being created in the threads, the PromiseImageHelper holds // a ref on all the PromiseImageCallbackContexts. However, once all the threads are done // it drops all of its refs (via "reset"). class PromiseImageCallbackContext : public SkRefCnt { public: PromiseImageCallbackContext(GrContext* context) : fContext(context) {} ~PromiseImageCallbackContext(); void setBackendTexture(const GrBackendTexture& backendTexture) { fBackendTexture = backendTexture; } const GrBackendTexture& backendTexture() const { return fBackendTexture; } const GrCaps* caps() const; private: GrContext* fContext; GrBackendTexture fBackendTexture; typedef SkRefCnt INHERITED; }; // This is the information extracted into this class from the parsing of the skp file. // Once it has all been uploaded to the GPU and distributed to the promise images, it // is all dropped via "reset". class PromiseImageInfo { public: int fIndex; // index in the 'fImageInfo' array uint32_t fOriginalUniqueID; // original ID for deduping SkBitmap fBitmap; // CPU-side cache of the contents sk_sp fCallbackContext; }; // This stack-based context allows each thread to re-inflate the image indices into // promise images while still using the same GrBackendTexture. struct PerRecorderContext { SkDeferredDisplayListRecorder* fRecorder; const DDLPromiseImageHelper* fHelper; SkTArray>* fPromiseImages; }; static void PromiseImageFulfillProc(void* textureContext, GrBackendTexture* outTexture) { auto callbackContext = static_cast(textureContext); SkASSERT(callbackContext->backendTexture().isValid()); *outTexture = callbackContext->backendTexture(); } static void PromiseImageReleaseProc(void* textureContext) { #ifdef SK_DEBUG auto callbackContext = static_cast(textureContext); SkASSERT(callbackContext->backendTexture().isValid()); #endif } static void PromiseImageDoneProc(void* textureContext) { auto callbackContext = static_cast(textureContext); callbackContext->unref(); } static sk_sp PromiseImageCreator(const void* rawData, size_t length, void* ctxIn); bool isValidID(int id) const { return id >= 0 && id < fImageInfo.count(); } const PromiseImageInfo& getInfo(int id) const { return fImageInfo[id]; } // returns -1 if not found int findImage(SkImage* image) const; // returns -1 on failure int addImage(SkImage* image); // returns -1 on failure int findOrDefineImage(SkImage* image); SkTArray fImageInfo; }; #endif