1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2018 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "tools/DDLTileHelper.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPicture.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkImageGanesh.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkSurfaceGanesh.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/chromium/GrDeferredDisplayList.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/chromium/GrDeferredDisplayListRecorder.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/chromium/GrSurfaceCharacterization.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/chromium/SkImageChromium.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkRandom.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkTaskGroup.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrCaps.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDeferredDisplayListPriv.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDirectContextPriv.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/image/SkImage_Ganesh.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "tools/DDLPromiseImageHelper.h"
27*c8dee2aaSAndroid Build Coastguard Worker
init(int id,GrDirectContext * direct,const GrSurfaceCharacterization & dstSurfaceCharacterization,const SkIRect & clip,const SkIRect & paddingOutsets)28*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::TileData::init(int id,
29*c8dee2aaSAndroid Build Coastguard Worker GrDirectContext* direct,
30*c8dee2aaSAndroid Build Coastguard Worker const GrSurfaceCharacterization& dstSurfaceCharacterization,
31*c8dee2aaSAndroid Build Coastguard Worker const SkIRect& clip,
32*c8dee2aaSAndroid Build Coastguard Worker const SkIRect& paddingOutsets) {
33*c8dee2aaSAndroid Build Coastguard Worker fID = id;
34*c8dee2aaSAndroid Build Coastguard Worker fClip = clip;
35*c8dee2aaSAndroid Build Coastguard Worker fPaddingOutsets = paddingOutsets;
36*c8dee2aaSAndroid Build Coastguard Worker
37*c8dee2aaSAndroid Build Coastguard Worker fPlaybackChar = dstSurfaceCharacterization.createResized(this->paddedRectSize().width(),
38*c8dee2aaSAndroid Build Coastguard Worker this->paddedRectSize().height());
39*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fPlaybackChar.isValid());
40*c8dee2aaSAndroid Build Coastguard Worker
41*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGCODE(const GrCaps* caps = direct->priv().caps());
42*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(caps->isFormatTexturable(fPlaybackChar.backendFormat(),
43*c8dee2aaSAndroid Build Coastguard Worker fPlaybackChar.backendFormat().textureType()));
44*c8dee2aaSAndroid Build Coastguard Worker
45*c8dee2aaSAndroid Build Coastguard Worker fCallbackContext.reset(new PromiseImageCallbackContext(direct, fPlaybackChar.backendFormat()));
46*c8dee2aaSAndroid Build Coastguard Worker }
47*c8dee2aaSAndroid Build Coastguard Worker
TileData()48*c8dee2aaSAndroid Build Coastguard Worker DDLTileHelper::TileData::TileData() {}
~TileData()49*c8dee2aaSAndroid Build Coastguard Worker DDLTileHelper::TileData::~TileData() {}
50*c8dee2aaSAndroid Build Coastguard Worker
createDDL(const SkPicture * picture)51*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::TileData::createDDL(const SkPicture* picture) {
52*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fDisplayList && picture);
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker auto recordingChar = fPlaybackChar.createResized(fClip.width(), fClip.height());
55*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(recordingChar.isValid());
56*c8dee2aaSAndroid Build Coastguard Worker
57*c8dee2aaSAndroid Build Coastguard Worker GrDeferredDisplayListRecorder recorder(recordingChar);
58*c8dee2aaSAndroid Build Coastguard Worker
59*c8dee2aaSAndroid Build Coastguard Worker // DDL TODO: the DDLRecorder's rContext isn't initialized until getCanvas is called.
60*c8dee2aaSAndroid Build Coastguard Worker // Maybe set it up in the ctor?
61*c8dee2aaSAndroid Build Coastguard Worker SkCanvas* recordingCanvas = recorder.getCanvas();
62*c8dee2aaSAndroid Build Coastguard Worker
63*c8dee2aaSAndroid Build Coastguard Worker // We always record the DDL in the (0,0) .. (clipWidth, clipHeight) coordinates
64*c8dee2aaSAndroid Build Coastguard Worker recordingCanvas->clipRect(SkRect::MakeWH(fClip.width(), fClip.height()));
65*c8dee2aaSAndroid Build Coastguard Worker recordingCanvas->translate(-fClip.fLeft, -fClip.fTop);
66*c8dee2aaSAndroid Build Coastguard Worker
67*c8dee2aaSAndroid Build Coastguard Worker // Note: in this use case we only render a picture to the deferred canvas
68*c8dee2aaSAndroid Build Coastguard Worker // but, more generally, clients will use arbitrary draw calls.
69*c8dee2aaSAndroid Build Coastguard Worker recordingCanvas->drawPicture(picture);
70*c8dee2aaSAndroid Build Coastguard Worker
71*c8dee2aaSAndroid Build Coastguard Worker fDisplayList = recorder.detach();
72*c8dee2aaSAndroid Build Coastguard Worker }
73*c8dee2aaSAndroid Build Coastguard Worker
createComposeDDL()74*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::createComposeDDL() {
75*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fComposeDDL);
76*c8dee2aaSAndroid Build Coastguard Worker
77*c8dee2aaSAndroid Build Coastguard Worker GrDeferredDisplayListRecorder recorder(fDstCharacterization);
78*c8dee2aaSAndroid Build Coastguard Worker
79*c8dee2aaSAndroid Build Coastguard Worker SkCanvas* recordingCanvas = recorder.getCanvas();
80*c8dee2aaSAndroid Build Coastguard Worker
81*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
82*c8dee2aaSAndroid Build Coastguard Worker TileData* tile = &fTiles[i];
83*c8dee2aaSAndroid Build Coastguard Worker if (!tile->initialized()) {
84*c8dee2aaSAndroid Build Coastguard Worker continue;
85*c8dee2aaSAndroid Build Coastguard Worker }
86*c8dee2aaSAndroid Build Coastguard Worker
87*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImage> promiseImage = tile->makePromiseImageForDst(
88*c8dee2aaSAndroid Build Coastguard Worker recordingCanvas->recordingContext()->threadSafeProxy());
89*c8dee2aaSAndroid Build Coastguard Worker
90*c8dee2aaSAndroid Build Coastguard Worker SkRect dstRect = SkRect::Make(tile->clipRect());
91*c8dee2aaSAndroid Build Coastguard Worker SkIRect srcRect = tile->clipRect();
92*c8dee2aaSAndroid Build Coastguard Worker srcRect.offsetTo(tile->padOffset().x(), tile->padOffset().y());
93*c8dee2aaSAndroid Build Coastguard Worker
94*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(promiseImage->bounds().contains(srcRect));
95*c8dee2aaSAndroid Build Coastguard Worker
96*c8dee2aaSAndroid Build Coastguard Worker recordingCanvas->drawImageRect(promiseImage.get(), SkRect::Make(srcRect), dstRect,
97*c8dee2aaSAndroid Build Coastguard Worker SkSamplingOptions(), nullptr,
98*c8dee2aaSAndroid Build Coastguard Worker SkCanvas::kStrict_SrcRectConstraint);
99*c8dee2aaSAndroid Build Coastguard Worker }
100*c8dee2aaSAndroid Build Coastguard Worker
101*c8dee2aaSAndroid Build Coastguard Worker fComposeDDL = recorder.detach();
102*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fComposeDDL);
103*c8dee2aaSAndroid Build Coastguard Worker }
104*c8dee2aaSAndroid Build Coastguard Worker
precompile(GrDirectContext * direct)105*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::TileData::precompile(GrDirectContext* direct) {
106*c8dee2aaSAndroid Build Coastguard Worker if (!this->initialized()) {
107*c8dee2aaSAndroid Build Coastguard Worker return;
108*c8dee2aaSAndroid Build Coastguard Worker }
109*c8dee2aaSAndroid Build Coastguard Worker
110*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fDisplayList);
111*c8dee2aaSAndroid Build Coastguard Worker
112*c8dee2aaSAndroid Build Coastguard Worker GrDeferredDisplayList::ProgramIterator iter(direct, fDisplayList.get());
113*c8dee2aaSAndroid Build Coastguard Worker for (; !iter.done(); iter.next()) {
114*c8dee2aaSAndroid Build Coastguard Worker iter.compile();
115*c8dee2aaSAndroid Build Coastguard Worker }
116*c8dee2aaSAndroid Build Coastguard Worker }
117*c8dee2aaSAndroid Build Coastguard Worker
makeWrappedTileDest(GrRecordingContext * rContext)118*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> DDLTileHelper::TileData::makeWrappedTileDest(GrRecordingContext* rContext) {
119*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fCallbackContext && fCallbackContext->promiseImageTexture());
120*c8dee2aaSAndroid Build Coastguard Worker
121*c8dee2aaSAndroid Build Coastguard Worker auto promiseImageTexture = fCallbackContext->promiseImageTexture();
122*c8dee2aaSAndroid Build Coastguard Worker if (!promiseImageTexture->backendTexture().isValid()) {
123*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
124*c8dee2aaSAndroid Build Coastguard Worker }
125*c8dee2aaSAndroid Build Coastguard Worker
126*c8dee2aaSAndroid Build Coastguard Worker // Here we are, unfortunately, aliasing the backend texture held by the GrPromiseImageTexture.
127*c8dee2aaSAndroid Build Coastguard Worker // Both the tile's destination surface and the promise image used to draw the tile will be
128*c8dee2aaSAndroid Build Coastguard Worker // backed by the same backendTexture - unbeknownst to Ganesh.
129*c8dee2aaSAndroid Build Coastguard Worker return SkSurfaces::WrapBackendTexture(rContext,
130*c8dee2aaSAndroid Build Coastguard Worker promiseImageTexture->backendTexture(),
131*c8dee2aaSAndroid Build Coastguard Worker fPlaybackChar.origin(),
132*c8dee2aaSAndroid Build Coastguard Worker fPlaybackChar.sampleCount(),
133*c8dee2aaSAndroid Build Coastguard Worker fPlaybackChar.colorType(),
134*c8dee2aaSAndroid Build Coastguard Worker fPlaybackChar.refColorSpace(),
135*c8dee2aaSAndroid Build Coastguard Worker &fPlaybackChar.surfaceProps());
136*c8dee2aaSAndroid Build Coastguard Worker }
137*c8dee2aaSAndroid Build Coastguard Worker
drawSKPDirectly(GrDirectContext * dContext,const SkPicture * picture)138*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::TileData::drawSKPDirectly(GrDirectContext* dContext,
139*c8dee2aaSAndroid Build Coastguard Worker const SkPicture* picture) {
140*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fDisplayList && !fTileSurface && picture);
141*c8dee2aaSAndroid Build Coastguard Worker
142*c8dee2aaSAndroid Build Coastguard Worker fTileSurface = this->makeWrappedTileDest(dContext);
143*c8dee2aaSAndroid Build Coastguard Worker if (fTileSurface) {
144*c8dee2aaSAndroid Build Coastguard Worker SkCanvas* tileCanvas = fTileSurface->getCanvas();
145*c8dee2aaSAndroid Build Coastguard Worker
146*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(this->padOffset().isZero() && this->paddedRectSize() == fClip.size());
147*c8dee2aaSAndroid Build Coastguard Worker tileCanvas->clipRect(SkRect::MakeWH(fClip.width(), fClip.height()));
148*c8dee2aaSAndroid Build Coastguard Worker tileCanvas->translate(-fClip.fLeft, -fClip.fTop);
149*c8dee2aaSAndroid Build Coastguard Worker
150*c8dee2aaSAndroid Build Coastguard Worker tileCanvas->drawPicture(picture);
151*c8dee2aaSAndroid Build Coastguard Worker
152*c8dee2aaSAndroid Build Coastguard Worker // We can't snap an image here bc, since we're using wrapped backend textures for the
153*c8dee2aaSAndroid Build Coastguard Worker // surfaces, that would incur a copy.
154*c8dee2aaSAndroid Build Coastguard Worker }
155*c8dee2aaSAndroid Build Coastguard Worker }
156*c8dee2aaSAndroid Build Coastguard Worker
draw(GrDirectContext * direct)157*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::TileData::draw(GrDirectContext* direct) {
158*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fDisplayList && !fTileSurface);
159*c8dee2aaSAndroid Build Coastguard Worker
160*c8dee2aaSAndroid Build Coastguard Worker fTileSurface = this->makeWrappedTileDest(direct);
161*c8dee2aaSAndroid Build Coastguard Worker if (fTileSurface) {
162*c8dee2aaSAndroid Build Coastguard Worker skgpu::ganesh::DrawDDL(fTileSurface, fDisplayList);
163*c8dee2aaSAndroid Build Coastguard Worker
164*c8dee2aaSAndroid Build Coastguard Worker // We can't snap an image here bc, since we're using wrapped backend textures for the
165*c8dee2aaSAndroid Build Coastguard Worker // surfaces, that would incur a copy.
166*c8dee2aaSAndroid Build Coastguard Worker }
167*c8dee2aaSAndroid Build Coastguard Worker }
168*c8dee2aaSAndroid Build Coastguard Worker
reset()169*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::TileData::reset() {
170*c8dee2aaSAndroid Build Coastguard Worker // TODO: when DDLs are re-renderable we don't need to do this
171*c8dee2aaSAndroid Build Coastguard Worker fDisplayList = nullptr;
172*c8dee2aaSAndroid Build Coastguard Worker
173*c8dee2aaSAndroid Build Coastguard Worker fTileSurface = nullptr;
174*c8dee2aaSAndroid Build Coastguard Worker }
175*c8dee2aaSAndroid Build Coastguard Worker
makePromiseImageForDst(sk_sp<GrContextThreadSafeProxy> threadSafeProxy)176*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImage> DDLTileHelper::TileData::makePromiseImageForDst(
177*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrContextThreadSafeProxy> threadSafeProxy) {
178*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fCallbackContext);
179*c8dee2aaSAndroid Build Coastguard Worker
180*c8dee2aaSAndroid Build Coastguard Worker // The promise image gets a ref on the promise callback context
181*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImage> promiseImage =
182*c8dee2aaSAndroid Build Coastguard Worker SkImages::PromiseTextureFrom(std::move(threadSafeProxy),
183*c8dee2aaSAndroid Build Coastguard Worker fCallbackContext->backendFormat(),
184*c8dee2aaSAndroid Build Coastguard Worker this->paddedRectSize(),
185*c8dee2aaSAndroid Build Coastguard Worker skgpu::Mipmapped::kNo,
186*c8dee2aaSAndroid Build Coastguard Worker GrSurfaceOrigin::kBottomLeft_GrSurfaceOrigin,
187*c8dee2aaSAndroid Build Coastguard Worker fPlaybackChar.colorType(),
188*c8dee2aaSAndroid Build Coastguard Worker kPremul_SkAlphaType,
189*c8dee2aaSAndroid Build Coastguard Worker fPlaybackChar.refColorSpace(),
190*c8dee2aaSAndroid Build Coastguard Worker PromiseImageCallbackContext::PromiseImageFulfillProc,
191*c8dee2aaSAndroid Build Coastguard Worker PromiseImageCallbackContext::PromiseImageReleaseProc,
192*c8dee2aaSAndroid Build Coastguard Worker (void*)this->refCallbackContext().release());
193*c8dee2aaSAndroid Build Coastguard Worker fCallbackContext->wasAddedToImage();
194*c8dee2aaSAndroid Build Coastguard Worker
195*c8dee2aaSAndroid Build Coastguard Worker return promiseImage;
196*c8dee2aaSAndroid Build Coastguard Worker }
197*c8dee2aaSAndroid Build Coastguard Worker
CreateBackendTexture(GrDirectContext * direct,TileData * tile)198*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::TileData::CreateBackendTexture(GrDirectContext* direct, TileData* tile) {
199*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(tile->fCallbackContext && !tile->fCallbackContext->promiseImageTexture());
200*c8dee2aaSAndroid Build Coastguard Worker
201*c8dee2aaSAndroid Build Coastguard Worker const GrSurfaceCharacterization& c = tile->fPlaybackChar;
202*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture beTex =
203*c8dee2aaSAndroid Build Coastguard Worker direct->createBackendTexture(c.width(),
204*c8dee2aaSAndroid Build Coastguard Worker c.height(),
205*c8dee2aaSAndroid Build Coastguard Worker c.colorType(),
206*c8dee2aaSAndroid Build Coastguard Worker skgpu::Mipmapped(c.isMipMapped()),
207*c8dee2aaSAndroid Build Coastguard Worker GrRenderable::kYes,
208*c8dee2aaSAndroid Build Coastguard Worker GrProtected::kNo,
209*c8dee2aaSAndroid Build Coastguard Worker /*label=*/"DDLTile_TileData_CreateBackendTexture");
210*c8dee2aaSAndroid Build Coastguard Worker tile->fCallbackContext->setBackendTexture(beTex);
211*c8dee2aaSAndroid Build Coastguard Worker }
212*c8dee2aaSAndroid Build Coastguard Worker
DeleteBackendTexture(GrDirectContext * dContext,TileData * tile)213*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::TileData::DeleteBackendTexture(GrDirectContext* dContext, TileData* tile) {
214*c8dee2aaSAndroid Build Coastguard Worker if (!tile->initialized() || dContext->abandoned()) {
215*c8dee2aaSAndroid Build Coastguard Worker return;
216*c8dee2aaSAndroid Build Coastguard Worker }
217*c8dee2aaSAndroid Build Coastguard Worker
218*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(tile->fCallbackContext);
219*c8dee2aaSAndroid Build Coastguard Worker
220*c8dee2aaSAndroid Build Coastguard Worker // TODO: it seems that, on the Linux bots, backend texture creation is failing
221*c8dee2aaSAndroid Build Coastguard Worker // a lot (skbug.com/10142)
222*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!tile->fCallbackContext->promiseImageTexture() ||
223*c8dee2aaSAndroid Build Coastguard Worker tile->fCallbackContext->promiseImageTexture()->backendTexture().isValid());
224*c8dee2aaSAndroid Build Coastguard Worker
225*c8dee2aaSAndroid Build Coastguard Worker tile->fTileSurface = nullptr;
226*c8dee2aaSAndroid Build Coastguard Worker
227*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(tile->fCallbackContext->unique());
228*c8dee2aaSAndroid Build Coastguard Worker tile->fCallbackContext.reset();
229*c8dee2aaSAndroid Build Coastguard Worker }
230*c8dee2aaSAndroid Build Coastguard Worker
231*c8dee2aaSAndroid Build Coastguard Worker ///////////////////////////////////////////////////////////////////////////////////////////////////
232*c8dee2aaSAndroid Build Coastguard Worker
DDLTileHelper(GrDirectContext * direct,const GrSurfaceCharacterization & dstChar,const SkIRect & viewport,int numXDivisions,int numYDivisions,bool addRandomPaddingToDst)233*c8dee2aaSAndroid Build Coastguard Worker DDLTileHelper::DDLTileHelper(GrDirectContext* direct,
234*c8dee2aaSAndroid Build Coastguard Worker const GrSurfaceCharacterization& dstChar,
235*c8dee2aaSAndroid Build Coastguard Worker const SkIRect& viewport,
236*c8dee2aaSAndroid Build Coastguard Worker int numXDivisions, int numYDivisions,
237*c8dee2aaSAndroid Build Coastguard Worker bool addRandomPaddingToDst)
238*c8dee2aaSAndroid Build Coastguard Worker : fNumXDivisions(numXDivisions)
239*c8dee2aaSAndroid Build Coastguard Worker , fNumYDivisions(numYDivisions)
240*c8dee2aaSAndroid Build Coastguard Worker , fTiles(numXDivisions * numYDivisions)
241*c8dee2aaSAndroid Build Coastguard Worker , fDstCharacterization(dstChar) {
242*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fNumXDivisions > 0 && fNumYDivisions > 0);
243*c8dee2aaSAndroid Build Coastguard Worker
244*c8dee2aaSAndroid Build Coastguard Worker int xTileSize = viewport.width()/fNumXDivisions;
245*c8dee2aaSAndroid Build Coastguard Worker int yTileSize = viewport.height()/fNumYDivisions;
246*c8dee2aaSAndroid Build Coastguard Worker
247*c8dee2aaSAndroid Build Coastguard Worker SkRandom rand;
248*c8dee2aaSAndroid Build Coastguard Worker
249*c8dee2aaSAndroid Build Coastguard Worker // Create the destination tiles
250*c8dee2aaSAndroid Build Coastguard Worker for (int y = 0, yOff = 0; y < fNumYDivisions; ++y, yOff += yTileSize) {
251*c8dee2aaSAndroid Build Coastguard Worker int ySize = (y < fNumYDivisions-1) ? yTileSize : viewport.height()-yOff;
252*c8dee2aaSAndroid Build Coastguard Worker
253*c8dee2aaSAndroid Build Coastguard Worker for (int x = 0, xOff = 0; x < fNumXDivisions; ++x, xOff += xTileSize) {
254*c8dee2aaSAndroid Build Coastguard Worker int xSize = (x < fNumXDivisions-1) ? xTileSize : viewport.width()-xOff;
255*c8dee2aaSAndroid Build Coastguard Worker
256*c8dee2aaSAndroid Build Coastguard Worker SkIRect clip = SkIRect::MakeXYWH(xOff, yOff, xSize, ySize);
257*c8dee2aaSAndroid Build Coastguard Worker
258*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(viewport.contains(clip));
259*c8dee2aaSAndroid Build Coastguard Worker
260*c8dee2aaSAndroid Build Coastguard Worker static const uint32_t kMaxPad = 64;
261*c8dee2aaSAndroid Build Coastguard Worker int32_t lPad = addRandomPaddingToDst ? rand.nextRangeU(0, kMaxPad) : 0;
262*c8dee2aaSAndroid Build Coastguard Worker int32_t tPad = addRandomPaddingToDst ? rand.nextRangeU(0, kMaxPad) : 0;
263*c8dee2aaSAndroid Build Coastguard Worker int32_t rPad = addRandomPaddingToDst ? rand.nextRangeU(0, kMaxPad) : 0;
264*c8dee2aaSAndroid Build Coastguard Worker int32_t bPad = addRandomPaddingToDst ? rand.nextRangeU(0, kMaxPad) : 0;
265*c8dee2aaSAndroid Build Coastguard Worker
266*c8dee2aaSAndroid Build Coastguard Worker fTiles[y*fNumXDivisions+x].init(y*fNumXDivisions+x, direct, dstChar, clip,
267*c8dee2aaSAndroid Build Coastguard Worker {lPad, tPad, rPad, bPad});
268*c8dee2aaSAndroid Build Coastguard Worker }
269*c8dee2aaSAndroid Build Coastguard Worker }
270*c8dee2aaSAndroid Build Coastguard Worker }
271*c8dee2aaSAndroid Build Coastguard Worker
createDDLsInParallel(SkPicture * picture)272*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::createDDLsInParallel(SkPicture* picture) {
273*c8dee2aaSAndroid Build Coastguard Worker #if 1
274*c8dee2aaSAndroid Build Coastguard Worker SkTaskGroup().batch(this->numTiles(), [&](int i) {
275*c8dee2aaSAndroid Build Coastguard Worker fTiles[i].createDDL(picture);
276*c8dee2aaSAndroid Build Coastguard Worker });
277*c8dee2aaSAndroid Build Coastguard Worker SkTaskGroup().add([this]{ this->createComposeDDL(); });
278*c8dee2aaSAndroid Build Coastguard Worker SkTaskGroup().wait();
279*c8dee2aaSAndroid Build Coastguard Worker #else
280*c8dee2aaSAndroid Build Coastguard Worker // Use this code path to debug w/o threads
281*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
282*c8dee2aaSAndroid Build Coastguard Worker fTiles[i].createDDL(picture);
283*c8dee2aaSAndroid Build Coastguard Worker }
284*c8dee2aaSAndroid Build Coastguard Worker this->createComposeDDL();
285*c8dee2aaSAndroid Build Coastguard Worker #endif
286*c8dee2aaSAndroid Build Coastguard Worker }
287*c8dee2aaSAndroid Build Coastguard Worker
288*c8dee2aaSAndroid Build Coastguard Worker // On the gpu thread:
289*c8dee2aaSAndroid Build Coastguard Worker // precompile any programs
290*c8dee2aaSAndroid Build Coastguard Worker // replay the DDL into a surface to make the tile image
291*c8dee2aaSAndroid Build Coastguard Worker // compose the tile image into the main canvas
do_gpu_stuff(GrDirectContext * direct,DDLTileHelper::TileData * tile)292*c8dee2aaSAndroid Build Coastguard Worker static void do_gpu_stuff(GrDirectContext* direct, DDLTileHelper::TileData* tile) {
293*c8dee2aaSAndroid Build Coastguard Worker
294*c8dee2aaSAndroid Build Coastguard Worker // TODO: schedule program compilation as their own tasks
295*c8dee2aaSAndroid Build Coastguard Worker tile->precompile(direct);
296*c8dee2aaSAndroid Build Coastguard Worker
297*c8dee2aaSAndroid Build Coastguard Worker tile->draw(direct);
298*c8dee2aaSAndroid Build Coastguard Worker
299*c8dee2aaSAndroid Build Coastguard Worker tile->dropDDL();
300*c8dee2aaSAndroid Build Coastguard Worker }
301*c8dee2aaSAndroid Build Coastguard Worker
302*c8dee2aaSAndroid Build Coastguard Worker // We expect to have more than one recording thread but just one gpu thread
kickOffThreadedWork(SkTaskGroup * recordingTaskGroup,SkTaskGroup * gpuTaskGroup,GrDirectContext * dContext,SkPicture * picture)303*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::kickOffThreadedWork(SkTaskGroup* recordingTaskGroup,
304*c8dee2aaSAndroid Build Coastguard Worker SkTaskGroup* gpuTaskGroup,
305*c8dee2aaSAndroid Build Coastguard Worker GrDirectContext* dContext,
306*c8dee2aaSAndroid Build Coastguard Worker SkPicture* picture) {
307*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(recordingTaskGroup && gpuTaskGroup && dContext);
308*c8dee2aaSAndroid Build Coastguard Worker
309*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
310*c8dee2aaSAndroid Build Coastguard Worker TileData* tile = &fTiles[i];
311*c8dee2aaSAndroid Build Coastguard Worker if (!tile->initialized()) {
312*c8dee2aaSAndroid Build Coastguard Worker continue;
313*c8dee2aaSAndroid Build Coastguard Worker }
314*c8dee2aaSAndroid Build Coastguard Worker
315*c8dee2aaSAndroid Build Coastguard Worker // On a recording thread:
316*c8dee2aaSAndroid Build Coastguard Worker // generate the tile's DDL
317*c8dee2aaSAndroid Build Coastguard Worker // schedule gpu-thread processing of the DDL
318*c8dee2aaSAndroid Build Coastguard Worker // Note: a finer grained approach would be add a scheduling task which would evaluate
319*c8dee2aaSAndroid Build Coastguard Worker // which DDLs were ready to be rendered based on their prerequisites
320*c8dee2aaSAndroid Build Coastguard Worker recordingTaskGroup->add([tile, gpuTaskGroup, dContext, picture]() {
321*c8dee2aaSAndroid Build Coastguard Worker tile->createDDL(picture);
322*c8dee2aaSAndroid Build Coastguard Worker
323*c8dee2aaSAndroid Build Coastguard Worker gpuTaskGroup->add([dContext, tile]() {
324*c8dee2aaSAndroid Build Coastguard Worker do_gpu_stuff(dContext, tile);
325*c8dee2aaSAndroid Build Coastguard Worker });
326*c8dee2aaSAndroid Build Coastguard Worker });
327*c8dee2aaSAndroid Build Coastguard Worker }
328*c8dee2aaSAndroid Build Coastguard Worker
329*c8dee2aaSAndroid Build Coastguard Worker recordingTaskGroup->add([this] { this->createComposeDDL(); });
330*c8dee2aaSAndroid Build Coastguard Worker }
331*c8dee2aaSAndroid Build Coastguard Worker
332*c8dee2aaSAndroid Build Coastguard Worker // Only called from skpbench
interleaveDDLCreationAndDraw(GrDirectContext * dContext,SkPicture * picture)333*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::interleaveDDLCreationAndDraw(GrDirectContext* dContext, SkPicture* picture) {
334*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
335*c8dee2aaSAndroid Build Coastguard Worker fTiles[i].createDDL(picture);
336*c8dee2aaSAndroid Build Coastguard Worker fTiles[i].draw(dContext);
337*c8dee2aaSAndroid Build Coastguard Worker }
338*c8dee2aaSAndroid Build Coastguard Worker }
339*c8dee2aaSAndroid Build Coastguard Worker
340*c8dee2aaSAndroid Build Coastguard Worker // Only called from skpbench
drawAllTilesDirectly(GrDirectContext * dContext,SkPicture * picture)341*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::drawAllTilesDirectly(GrDirectContext* dContext, SkPicture* picture) {
342*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
343*c8dee2aaSAndroid Build Coastguard Worker fTiles[i].drawSKPDirectly(dContext, picture);
344*c8dee2aaSAndroid Build Coastguard Worker }
345*c8dee2aaSAndroid Build Coastguard Worker }
346*c8dee2aaSAndroid Build Coastguard Worker
dropCallbackContexts()347*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::dropCallbackContexts() {
348*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
349*c8dee2aaSAndroid Build Coastguard Worker fTiles[i].dropCallbackContext();
350*c8dee2aaSAndroid Build Coastguard Worker }
351*c8dee2aaSAndroid Build Coastguard Worker }
352*c8dee2aaSAndroid Build Coastguard Worker
resetAllTiles()353*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::resetAllTiles() {
354*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
355*c8dee2aaSAndroid Build Coastguard Worker fTiles[i].reset();
356*c8dee2aaSAndroid Build Coastguard Worker }
357*c8dee2aaSAndroid Build Coastguard Worker fComposeDDL.reset();
358*c8dee2aaSAndroid Build Coastguard Worker }
359*c8dee2aaSAndroid Build Coastguard Worker
createBackendTextures(SkTaskGroup * taskGroup,GrDirectContext * direct)360*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::createBackendTextures(SkTaskGroup* taskGroup, GrDirectContext* direct) {
361*c8dee2aaSAndroid Build Coastguard Worker
362*c8dee2aaSAndroid Build Coastguard Worker if (taskGroup) {
363*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
364*c8dee2aaSAndroid Build Coastguard Worker TileData* tile = &fTiles[i];
365*c8dee2aaSAndroid Build Coastguard Worker if (!tile->initialized()) {
366*c8dee2aaSAndroid Build Coastguard Worker continue;
367*c8dee2aaSAndroid Build Coastguard Worker }
368*c8dee2aaSAndroid Build Coastguard Worker
369*c8dee2aaSAndroid Build Coastguard Worker taskGroup->add([direct, tile]() { TileData::CreateBackendTexture(direct, tile); });
370*c8dee2aaSAndroid Build Coastguard Worker }
371*c8dee2aaSAndroid Build Coastguard Worker } else {
372*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
373*c8dee2aaSAndroid Build Coastguard Worker TileData::CreateBackendTexture(direct, &fTiles[i]);
374*c8dee2aaSAndroid Build Coastguard Worker }
375*c8dee2aaSAndroid Build Coastguard Worker }
376*c8dee2aaSAndroid Build Coastguard Worker }
377*c8dee2aaSAndroid Build Coastguard Worker
deleteBackendTextures(SkTaskGroup * taskGroup,GrDirectContext * direct)378*c8dee2aaSAndroid Build Coastguard Worker void DDLTileHelper::deleteBackendTextures(SkTaskGroup* taskGroup, GrDirectContext* direct) {
379*c8dee2aaSAndroid Build Coastguard Worker if (taskGroup) {
380*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
381*c8dee2aaSAndroid Build Coastguard Worker TileData* tile = &fTiles[i];
382*c8dee2aaSAndroid Build Coastguard Worker
383*c8dee2aaSAndroid Build Coastguard Worker taskGroup->add([direct, tile]() { TileData::DeleteBackendTexture(direct, tile); });
384*c8dee2aaSAndroid Build Coastguard Worker }
385*c8dee2aaSAndroid Build Coastguard Worker } else {
386*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < this->numTiles(); ++i) {
387*c8dee2aaSAndroid Build Coastguard Worker TileData::DeleteBackendTexture(direct, &fTiles[i]);
388*c8dee2aaSAndroid Build Coastguard Worker }
389*c8dee2aaSAndroid Build Coastguard Worker }
390*c8dee2aaSAndroid Build Coastguard Worker }
391