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/*
* 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 SkDeferredDisplayList_DEFINED
#define SkDeferredDisplayList_DEFINED
#include "include/core/SkRefCnt.h"
#include "include/core/SkSurfaceCharacterization.h"
#include "include/core/SkTypes.h"
class SkDeferredDisplayListPriv;
#if SK_SUPPORT_GPU
#include "include/gpu/GrRecordingContext.h"
#include "include/private/SkTArray.h"
#include <map>
class GrRenderTask;
class GrRenderTargetProxy;
#else
using GrRenderTargetProxy = SkRefCnt;
#endif
/*
* This class contains pre-processed gpu operations that can be replayed into
* an SkSurface via SkSurface::draw(SkDeferredDisplayList*).
*/
class SkDeferredDisplayList : public SkNVRefCnt<SkDeferredDisplayList> {
public:
SK_API ~SkDeferredDisplayList();
SK_API const SkSurfaceCharacterization& characterization() const {
return fCharacterization;
}
#if SK_SUPPORT_GPU
/**
* Iterate through the programs required by the DDL.
*/
class SK_API ProgramIterator {
public:
ProgramIterator(GrDirectContext*, SkDeferredDisplayList*);
~ProgramIterator();
// This returns true if any work was done. Getting a cache hit does not count as work.
bool compile();
bool done() const;
void next();
private:
GrDirectContext* fDContext;
const SkTArray<GrRecordingContext::ProgramData>& fProgramData;
int fIndex;
};
#endif
// Provides access to functions that aren't part of the public API.
SkDeferredDisplayListPriv priv();
const SkDeferredDisplayListPriv priv() const; // NOLINT(readability-const-return-type)
private:
friend class GrDrawingManager; // for access to 'fRenderTasks', 'fLazyProxyData', 'fArenas'
friend class SkDeferredDisplayListRecorder; // for access to 'fLazyProxyData'
friend class SkDeferredDisplayListPriv;
// This object is the source from which the lazy proxy backing the DDL will pull its backing
// texture when the DDL is replayed. It has to be separately ref counted bc the lazy proxy
// can outlive the DDL.
class LazyProxyData : public SkRefCnt {
#if SK_SUPPORT_GPU
public:
// Upon being replayed - this field will be filled in (by the DrawingManager) with the
// proxy backing the destination SkSurface. Note that, since there is no good place to
// clear it, it can become a dangling pointer. Additionally, since the renderTargetProxy
// doesn't get a ref here, the SkSurface that owns it must remain alive until the DDL
// is flushed.
// TODO: the drawing manager could ref the renderTargetProxy for the DDL and then add
// a renderingTask to unref it after the DDL's ops have been executed.
GrRenderTargetProxy* fReplayDest = nullptr;
#endif
};
SK_API SkDeferredDisplayList(const SkSurfaceCharacterization& characterization,
sk_sp<GrRenderTargetProxy> fTargetProxy,
sk_sp<LazyProxyData>);
#if SK_SUPPORT_GPU
const SkTArray<GrRecordingContext::ProgramData>& programData() const {
return fProgramData;
}
#endif
const SkSurfaceCharacterization fCharacterization;
#if SK_SUPPORT_GPU
// These are ordered such that the destructor cleans op tasks up first (which may refer back
// to the arena and memory pool in their destructors).
GrRecordingContext::OwnedArenas fArenas;
SkTArray<sk_sp<GrRenderTask>> fRenderTasks;
SkTArray<GrRecordingContext::ProgramData> fProgramData;
sk_sp<GrRenderTargetProxy> fTargetProxy;
sk_sp<LazyProxyData> fLazyProxyData;
#endif
};
#endif