/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkDeferredDisplayListMaker_DEFINED #define SkDeferredDisplayListMaker_DEFINED #include "SkImageInfo.h" #include "SkRefCnt.h" #include "SkSurfaceCharacterization.h" #include "SkTypes.h" #include "../private/SkDeferredDisplayList.h" class GrBackendFormat; class GrBackendTexture; class GrContext; class SkCanvas; class SkImage; class SkSurface; struct SkYUVAIndex; struct SkYUVASizeInfo; /* * This class is intended to be used as: * Get an SkSurfaceCharacterization representing the intended gpu-backed destination SkSurface * Create one of these (an SkDDLMaker) on the stack * Get the canvas and render into it * Snap off and hold on to an SkDeferredDisplayList * Once your app actually needs the pixels, call SkSurface::draw(SkDeferredDisplayList*) * * This class never accesses the GPU but performs all the cpu work it can. It * is thread-safe (i.e., one can break a scene into tiles and perform their cpu-side * work in parallel ahead of time). */ class SK_API SkDeferredDisplayListRecorder { public: SkDeferredDisplayListRecorder(const SkSurfaceCharacterization&); ~SkDeferredDisplayListRecorder(); const SkSurfaceCharacterization& characterization() const { return fCharacterization; } // The backing canvas will become invalid (and this entry point will return // null) once 'detach' is called. // Note: ownership of the SkCanvas is not transfered via this call. SkCanvas* getCanvas(); std::unique_ptr detach(); // Matches the defines in SkImage_GpuBase.h typedef void* TextureContext; typedef void (*TextureReleaseProc)(TextureContext textureContext); typedef void (*TextureFulfillProc)(TextureContext textureContext, GrBackendTexture* outTexture); typedef void (*PromiseDoneProc)(TextureContext textureContext); /** Create a new SkImage that is very similar to an SkImage created by MakeFromTexture. The main difference is that the client doesn't have the backend texture on the gpu yet but they know all the properties of the texture. So instead of passing in a GrBackendTexture the client supplies a GrBackendFormat, width, height, and GrMipMapped state. When we actually send the draw calls to the GPU, we will call the textureFulfillProc and the client will return a GrBackendTexture to us. The properties of the GrBackendTexture must match those set during the SkImage creation, and it must have a valid backend gpu texture. The gpu texture supplied by the client must stay valid until we call the textureReleaseProc. When we are done with the texture returned by the textureFulfillProc we will call the textureReleaseProc passing in the textureContext. This is a signal to the client that they are free to delete the underlying gpu texture. If future draws also use the same promise image we will call the textureFulfillProc again if we've already called the textureReleaseProc. We will always call textureFulfillProc and textureReleaseProc in pairs. In other words we will never call textureFulfillProc or textureReleaseProc multiple times for the same textureContext before calling the other. We call the promiseDoneProc when we will no longer call the textureFulfillProc again. We pass in the textureContext as a parameter to the promiseDoneProc. We also guarantee that there will be no outstanding textureReleaseProcs that still need to be called when we call the textureDoneProc. Thus when the textureDoneProc gets called the client is able to cleanup all GPU objects and meta data needed for the textureFulfill call. This call is only valid if the SkDeferredDisplayListRecorder is backed by a gpu context. @param backendFormat format of promised gpu texture @param width width of promised gpu texture @param height height of promised gpu texture @param mipMapped mip mapped state of promised gpu texture @param origin one of: kBottomLeft_GrSurfaceOrigin, kTopLeft_GrSurfaceOrigin @param colorType one of: kUnknown_SkColorType, kAlpha_8_SkColorType, kRGB_565_SkColorType, kARGB_4444_SkColorType, kRGBA_8888_SkColorType, kBGRA_8888_SkColorType, kGray_8_SkColorType, kRGBA_F16_SkColorType @param alphaType one of: kUnknown_SkAlphaType, kOpaque_SkAlphaType, kPremul_SkAlphaType, kUnpremul_SkAlphaType @param colorSpace range of colors; may be nullptr @param textureFulfillProc function called to get actual gpu texture @param textureReleaseProc function called when texture can be released @param promiseDoneProc function called when we will no longer call textureFulfillProc @param textureContext state passed to textureFulfillProc and textureReleaseProc @return created SkImage, or nullptr */ sk_sp makePromiseTexture(const GrBackendFormat& backendFormat, int width, int height, GrMipMapped mipMapped, GrSurfaceOrigin origin, SkColorType colorType, SkAlphaType alphaType, sk_sp colorSpace, TextureFulfillProc textureFulfillProc, TextureReleaseProc textureReleaseProc, PromiseDoneProc promiseDoneProc, TextureContext textureContext); /** This entry point operates the same as 'makePromiseTexture' except that its textureFulfillProc can be called up to four times to fetch the required YUVA planes (passing a different textureContext to each call). So, if the 'yuvaIndices' indicate that only the first two backend textures are used, 'textureFulfillProc' will be called with the first two 'textureContexts'. */ sk_sp makeYUVAPromiseTexture(SkYUVColorSpace yuvColorSpace, const GrBackendFormat yuvaFormats[], const SkISize yuvaSizes[], const SkYUVAIndex yuvaIndices[4], int imageWidth, int imageHeight, GrSurfaceOrigin imageOrigin, sk_sp imageColorSpace, TextureFulfillProc textureFulfillProc, TextureReleaseProc textureReleaseProc, PromiseDoneProc promiseDoneProc, TextureContext textureContexts[]); // deprecated version that doesn't take yuvaSizeInfo sk_sp makeYUVAPromiseTexture(SkYUVColorSpace yuvColorSpace, const GrBackendFormat yuvaFormats[], const SkYUVAIndex yuvaIndices[4], int imageWidth, int imageHeight, GrSurfaceOrigin imageOrigin, sk_sp imageColorSpace, TextureFulfillProc textureFulfillProc, TextureReleaseProc textureReleaseProc, PromiseDoneProc promiseDoneProc, TextureContext textureContexts[]); private: bool init(); const SkSurfaceCharacterization fCharacterization; #if SK_SUPPORT_GPU sk_sp fContext; sk_sp fLazyProxyData; sk_sp fSurface; #endif }; #endif