f8c434eb7a
This is part of an effort to distinguish between different types of contexts in GPU Skia. When using a DeferredDisplayList (DDL) recorder, the context you get is not a direct context and cannot be used for operations like uploading or reading textures. Since Android does not use DDLs, it is not directly affected by this change but other APIs, such as SkImage::MakeFromTexture are being migrated to require a GrDirectContext to increase sanity. Change-Id: I9afbdf3c026a9f9cb6ad2aad904915e189e584d6
151 lines
4.2 KiB
C++
151 lines
4.2 KiB
C++
/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <SkColorFilter.h>
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#include <SkImage.h>
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#include <SkMatrix.h>
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#include <android/hardware_buffer.h>
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#include <cutils/compiler.h>
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#include <android/surface_texture.h>
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#include <map>
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#include <memory>
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#include "Layer.h"
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#include "Rect.h"
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#include "renderstate/RenderState.h"
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namespace android {
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namespace uirenderer {
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class AutoBackendTextureRelease;
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class RenderState;
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typedef std::unique_ptr<ASurfaceTexture, decltype(&ASurfaceTexture_release)> AutoTextureRelease;
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// Container to hold the properties a layer should be set to at the start
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// of a render pass
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class DeferredLayerUpdater : public VirtualLightRefBase, public IGpuContextCallback {
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public:
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// Note that DeferredLayerUpdater assumes it is taking ownership of the layer
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// and will not call incrementRef on it as a result.
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explicit DeferredLayerUpdater(RenderState& renderState);
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~DeferredLayerUpdater();
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bool setSize(int width, int height) {
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if (mWidth != width || mHeight != height) {
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mWidth = width;
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mHeight = height;
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return true;
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}
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return false;
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}
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int getWidth() { return mWidth; }
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int getHeight() { return mHeight; }
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bool setBlend(bool blend) {
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if (blend != mBlend) {
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mBlend = blend;
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return true;
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}
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return false;
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}
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void setSurfaceTexture(AutoTextureRelease&& consumer);
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void updateTexImage() { mUpdateTexImage = true; }
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void setTransform(const SkMatrix* matrix) {
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delete mTransform;
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mTransform = matrix ? new SkMatrix(*matrix) : nullptr;
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}
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SkMatrix* getTransform() { return mTransform; }
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void setPaint(const SkPaint* paint);
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void apply();
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Layer* backingLayer() { return mLayer; }
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void detachSurfaceTexture();
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void updateLayer(bool forceFilter, const SkMatrix& textureTransform,
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const sk_sp<SkImage>& layerImage);
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void destroyLayer();
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protected:
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void onContextDestroyed() override;
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private:
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/**
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* ImageSlot contains the information and object references that
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* DeferredLayerUpdater maintains about a slot. Slot id comes from
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* ASurfaceTexture_dequeueBuffer. Usually there are at most 3 slots active at a time.
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*/
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class ImageSlot {
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public:
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~ImageSlot() { clear(); }
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sk_sp<SkImage> createIfNeeded(AHardwareBuffer* buffer, android_dataspace dataspace,
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bool forceCreate, GrDirectContext* context);
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private:
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void clear();
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// the dataspace associated with the current image
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android_dataspace mDataspace = HAL_DATASPACE_UNKNOWN;
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AHardwareBuffer* mBuffer = nullptr;
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/**
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* mTextureRelease may outlive DeferredLayerUpdater, if the last ref is held by an SkImage.
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* DeferredLayerUpdater holds one ref to mTextureRelease, which is decremented by "clear".
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*/
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AutoBackendTextureRelease* mTextureRelease = nullptr;
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};
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/**
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* DeferredLayerUpdater stores the SkImages that have been allocated by the BufferQueue
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* for each buffer slot.
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*/
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std::map<int, ImageSlot> mImageSlots;
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RenderState& mRenderState;
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// Generic properties
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int mWidth = 0;
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int mHeight = 0;
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bool mBlend = false;
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sk_sp<SkColorFilter> mColorFilter;
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int mAlpha = 255;
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SkBlendMode mMode = SkBlendMode::kSrcOver;
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AutoTextureRelease mSurfaceTexture;
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SkMatrix* mTransform;
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bool mGLContextAttached;
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bool mUpdateTexImage;
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Layer* mLayer;
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};
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} /* namespace uirenderer */
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} /* namespace android */
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