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* Copyright 2019 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef YUVUtils_DEFINED
#define YUVUtils_DEFINED
#include "include/core/SkImage.h"
#include "include/core/SkYUVAIndex.h"
#include "include/core/SkYUVASizeInfo.h"
#include "include/gpu/GrBackendSurface.h"
#include "src/core/SkAutoMalloc.h"
class SkData;
namespace sk_gpu_test {
// Utility that decodes a JPEG but preserves the YUVA8 planes in the image, and uses
// MakeFromYUVAPixmaps to create a GPU multiplane YUVA image for a context. It extracts the planar
// data once, and lazily creates the actual SkImage when the GrContext is provided (and refreshes
// the image if the context has changed, as in Viewer)
class LazyYUVImage {
// Returns null if the data could not be extracted into YUVA8 planes
static std::unique_ptr<LazyYUVImage> Make(sk_sp<SkData> data, GrMipmapped = GrMipmapped::kNo);
sk_sp<SkImage> refImage(GrRecordingContext* rContext);
const SkImage* getImage(GrRecordingContext* rContext);
// Decoded YUV data
SkYUVASizeInfo fSizeInfo;
SkYUVColorSpace fColorSpace;
SkYUVAIndex fComponents[SkYUVAIndex::kIndexCount];
SkAutoMalloc fPlaneData;
SkPixmap fPlanes[SkYUVASizeInfo::kMaxCount];
GrMipmapped fMipmapped;
// Memoized SkImage formed with planes
sk_sp<SkImage> fYUVImage;
LazyYUVImage() = default;
bool reset(sk_sp<SkData> data, GrMipmapped);
bool ensureYUVImage(GrRecordingContext* rContext);
// A helper for managing the lifetime of backend textures for YUVA images.
class YUVABackendReleaseContext {
static GrGpuFinishedProc CreationCompleteProc(int index);
// A stock 'TextureReleaseProc' to use with this class
static void Release(void* releaseContext) {
auto beContext = reinterpret_cast<YUVABackendReleaseContext*>(releaseContext);
delete beContext;
// Given how and when backend textures are created, just deleting this object often
// isn't enough. This helper encapsulates the extra work needed.
static void Unwind(GrDirectContext*, YUVABackendReleaseContext* beContext, bool fullFlush);
void set(int index, const GrBackendTexture& beTex) {
SkASSERT(index >= 0 && index < 4);
fBETextures[index] = beTex;
void setCreationComplete(int index) {
SkASSERT(index >= 0 && index < 4);
// In GL, the finished proc can fire before the backend texture is returned to the client
// SkASSERT(fBETextures[index].isValid());
fCreationComplete[index] = true;
bool creationCompleted() const {
for (int i = 0; i < 4; ++i) {
if (fBETextures[i].isValid() && !fCreationComplete[i]) {
return false;
return true;
const GrBackendTexture* beTextures() const { return fBETextures; }
const GrBackendTexture& beTexture(int index) {
SkASSERT(index >= 0 && index < 4);
return fBETextures[index];
GrDirectContext* fDContext;
GrBackendTexture fBETextures[4];
bool fCreationComplete[4] = { false };
} // namespace sk_gpu_test
#endif // YUVUtils_DEFINED