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/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef DDLTileHelper_DEFINED
#define DDLTileHelper_DEFINED
#include "include/core/SkDeferredDisplayList.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSurfaceCharacterization.h"
class DDLPromiseImageHelper;
class PromiseImageCallbackContext;
class SkCanvas;
class SkData;
class SkDeferredDisplayListRecorder;
class SkPicture;
class SkSurface;
class SkSurfaceCharacterization;
class DDLTileHelper {
public:
// The TileData class encapsulates the information and behavior of a single tile when
// rendering with DDLs.
class TileData {
public:
TileData() {}
~TileData();
void init(int id,
GrContext* context,
const SkSurfaceCharacterization& dstChar,
const SkIRect& clip);
// Convert the compressedPictureData into an SkPicture replacing each image-index
// with a promise image.
void createTileSpecificSKP(SkData* compressedPictureData,
const DDLPromiseImageHelper& helper);
// Create the DDL for this tile (i.e., fill in 'fDisplayList').
void createDDL();
void dropDDL() { fDisplayList.reset(); }
// Precompile all the programs required to draw this tile's DDL
void precompile(GrContext*);
// Just draw the re-inflated per-tile SKP directly into this tile w/o going through a DDL
// first. This is used for determining the overhead of using DDLs (i.e., it replaces
// a 'createDDL' and 'draw' pair.
void drawSKPDirectly(GrContext*);
// Replay the recorded DDL into the tile surface - filling in 'fBackendTexture'.
void draw(GrContext*);
void reset();
int id() const { return fID; }
SkIRect clipRect() const { return fClip; }
SkDeferredDisplayList* ddl() { return fDisplayList.get(); }
sk_sp<SkImage> makePromiseImage(SkDeferredDisplayListRecorder*);
void dropCallbackContext() { fCallbackContext.reset(); }
static void CreateBackendTexture(GrContext*, TileData*);
static void DeleteBackendTexture(GrContext*, TileData*);
private:
sk_sp<SkSurface> makeWrappedTileDest(GrContext* context);
sk_sp<PromiseImageCallbackContext> refCallbackContext() { return fCallbackContext; }
int fID = -1;
SkIRect fClip; // in the device space of the final SkSurface
SkSurfaceCharacterization fCharacterization; // characterization for the tile's surface
// The callback context holds (via its SkPromiseImageTexture) the backend texture
// that is both wrapped in 'fTileSurface' and backs this tile's promise image
// (i.e., the one returned by 'makePromiseImage').
sk_sp<PromiseImageCallbackContext> fCallbackContext;
// 'fTileSurface' wraps the backend texture in 'fCallbackContext' and must exist until
// after 'fDisplayList' has been flushed (bc it owns the proxy the DDL's destination
// trampoline points at).
// TODO: fix the ref-order so we don't need 'fTileSurface' here
sk_sp<SkSurface> fTileSurface;
sk_sp<SkPicture> fReconstitutedPicture;
SkTArray<sk_sp<SkImage>> fPromiseImages; // All the promise images in the
// reconstituted picture
sk_sp<SkDeferredDisplayList> fDisplayList;
};
DDLTileHelper(GrContext* context,
const SkSurfaceCharacterization& dstChar,
const SkIRect& viewport,
int numDivisions);
void createSKPPerTile(SkData* compressedPictureData, const DDLPromiseImageHelper&);
void kickOffThreadedWork(SkTaskGroup* recordingTaskGroup,
SkTaskGroup* gpuTaskGroup,
GrContext*);
void createDDLsInParallel();
// Create the DDL that will compose all the tile images into a final result.
void createComposeDDL();
const sk_sp<SkDeferredDisplayList>& composeDDL() const { return fComposeDDL; }
void precompileAndDrawAllTiles(GrContext*);
// For each tile, create its DDL and then draw it - all on a single thread. This is to allow
// comparison w/ just drawing the SKP directly (i.e., drawAllTilesDirectly). The
// DDL creations and draws are interleaved to prevent starvation of the GPU.
// Note: this is somewhat of a misuse/pessimistic-use of DDLs since they are supposed to
// be created on a separate thread.
void interleaveDDLCreationAndDraw(GrContext*);
// This draws all the per-tile SKPs directly into all of the tiles w/o converting them to
// DDLs first - all on a single thread.
void drawAllTilesDirectly(GrContext*);
void dropCallbackContexts();
void resetAllTiles();
int numTiles() const { return fNumDivisions * fNumDivisions; }
void createBackendTextures(SkTaskGroup*, GrContext*);
void deleteBackendTextures(SkTaskGroup*, GrContext*);
private:
int fNumDivisions; // number of tiles along a side
SkAutoTArray<TileData> fTiles; // 'fNumDivisions' x 'fNumDivisions'
sk_sp<SkDeferredDisplayList> fComposeDDL;
const SkSurfaceCharacterization fDstCharacterization;
};
#endif