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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.
*/
#ifndef GrGpuResourceCacheAccess_DEFINED
#define GrGpuResourceCacheAccess_DEFINED
#include "GrGpuResource.h"
/**
* This class allows code internal to Skia privileged access to manage the cache keys of a
* GrGpuResource object.
*/
class GrGpuResource::CacheAccess {
public:
/**
* Sets a content key for the resource. If the resource was previously cached as scratch it will
* be converted to a content resource. Currently this may only be called once per resource. It
* fails if there is already a resource with the same content key. TODO: make this supplant the
* resource that currently is using the content key, allow resources' content keys to change,
* and allow removal of a content key to convert a resource back to scratch.
*/
bool setContentKey(const GrContentKey& contentKey) {
return fResource->setContentKey(contentKey);
}
/**
* Is the resource currently cached as scratch? This means it is cached, has a valid scratch
* key, and does not have a content key.
*/
bool isScratch() const {
return !this->getContentKey().isValid() && fResource->fScratchKey.isValid() &&
this->isBudgeted();
}
/**
* If this resource can be used as a scratch resource this returns a valid scratch key.
* Otherwise it returns a key for which isNullScratch is true. The resource may currently be
* used as a content resource rather than scratch. Check isScratch().
*/
const GrScratchKey& getScratchKey() const { return fResource->fScratchKey; }
/**
* If the resource has a scratch key, the key will be removed. Since scratch keys are installed
* at resource creation time, this means the resource will never again be used as scratch.
*/
void removeScratchKey() const { fResource->removeScratchKey(); }
/**
* If the resource is currently cached by a content key, the key is returned, otherwise NULL.
*/
const GrContentKey& getContentKey() const { return fResource->fContentKey; }
/**
* Is the resource object wrapping an externally allocated GPU resource?
*/
bool isWrapped() const { return GrGpuResource::kWrapped_LifeCycle == fResource->fLifeCycle; }
/**
* Does the resource count against the resource budget?
*/
bool isBudgeted() const {
bool ret = GrGpuResource::kCached_LifeCycle == fResource->fLifeCycle;
SkASSERT(ret || !this->getContentKey().isValid());
return ret;
}
/**
* If the resource is uncached make it cached. Has no effect on resources that are wrapped or
* already cached.
*/
void makeBudgeted() { fResource->makeBudgeted(); }
/**
* If the resource is cached make it uncached. Has no effect on resources that are wrapped or
* already uncached. Furthermore, resources with content keys cannot be made unbudgeted.
*/
void makeUnbudgeted() { fResource->makeUnbudgeted(); }
/**
* Called by the cache to delete the resource under normal circumstances.
*/
void release() {
fResource->release();
if (fResource->isPurgeable()) {
SkDELETE(fResource);
}
}
/**
* Called by the cache to delete the resource when the backend 3D context is no longer valid.
*/
void abandon() {
fResource->abandon();
if (fResource->isPurgeable()) {
SkDELETE(fResource);
}
}
private:
CacheAccess(GrGpuResource* resource) : fResource(resource) { }
CacheAccess(const CacheAccess& that) : fResource(that.fResource) { }
CacheAccess& operator=(const CacheAccess&); // unimpl
// No taking addresses of this type.
const CacheAccess* operator&() const;
CacheAccess* operator&();
GrGpuResource* fResource;
friend class GrGpuResource; // to construct/copy this type.
};
inline GrGpuResource::CacheAccess GrGpuResource::cacheAccess() { return CacheAccess(this); }
inline const GrGpuResource::CacheAccess GrGpuResource::cacheAccess() const {
return CacheAccess(const_cast<GrGpuResource*>(this));
}
#endif
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