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/*
* 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<DrawData>& 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<DrawData>& 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();
}
}
}
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