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* Copyright 2011 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef GrTexture_DEFINED
#define GrTexture_DEFINED
#include "GrBackendSurface.h"
#include "GrSamplerState.h"
#include "GrSurface.h"
#include "SkImage.h"
#include "SkPoint.h"
#include "SkRefCnt.h"
#include "../private/GrTypesPriv.h"
class GrTexturePriv;
class SK_API GrTexture : virtual public GrSurface {
GrTexture* asTexture() override { return this; }
const GrTexture* asTexture() const override { return this; }
virtual GrBackendTexture getBackendTexture() const = 0;
* This function indicates that the texture parameters (wrap mode, filtering, ...) have been
* changed externally to Skia.
virtual void textureParamsModified() = 0;
* This function steals the backend texture from a uniquely owned GrTexture with no pending
* IO, passing it out to the caller. The GrTexture is deleted in the process.
* Note that if the GrTexture is not uniquely owned (no other refs), or has pending IO, this
* function will fail.
static bool StealBackendTexture(sk_sp<GrTexture>,
#ifdef SK_DEBUG
void validate() const {
/** See addIdleProc. */
enum class IdleState {
* Installs a proc on this texture. It will be called when the texture becomes "idle". There
* are two types of idle states as indicated by IdleState. For managed backends (e.g. GL where
* a driver typically handles CPU/GPU synchronization of resource access) there is no difference
* between the two. They both mean "all work related to the resource has been flushed to the
* backend API and the texture is not owned outside the resource cache".
* If the API is unmanaged (e.g. Vulkan) then kFinished has the additional constraint that the
* work flushed to the GPU is finished.
virtual void addIdleProc(sk_sp<GrRefCntedCallback> idleProc, IdleState) {
// This is the default implementation for the managed case where the IdleState can be
// ignored. Unmanaged backends, e.g. Vulkan, must override this to consider IdleState.
/** Helper version of addIdleProc that creates the ref-counted wrapper. */
void addIdleProc(GrRefCntedCallback::Callback callback,
GrRefCntedCallback::Context context,
IdleState state) {
this->addIdleProc(sk_make_sp<GrRefCntedCallback>(callback, context), state);
/** Access methods that are only to be used within Skia code. */
inline GrTexturePriv texturePriv();
inline const GrTexturePriv texturePriv() const;
GrTexture(GrGpu*, const GrSurfaceDesc&, GrTextureType, GrMipMapsStatus);
virtual bool onStealBackendTexture(GrBackendTexture*, SkImage::BackendTextureReleaseProc*) = 0;
SkTArray<sk_sp<GrRefCntedCallback>> fIdleProcs;
void willRemoveLastRefOrPendingIO() override {
// We're about to be idle in the resource cache. Do our part to trigger the idle callbacks.
void computeScratchKey(GrScratchKey*) const override;
size_t onGpuMemorySize() const override;
void markMipMapsDirty();
void markMipMapsClean();
GrTextureType fTextureType;
GrMipMapsStatus fMipMapsStatus;
int fMaxMipMapLevel;
friend class GrTexturePriv;
typedef GrSurface INHERITED;