1*38e8c45fSAndroid Build Coastguard Worker /* 2*38e8c45fSAndroid Build Coastguard Worker * Copyright 2020 The Android Open Source Project 3*38e8c45fSAndroid Build Coastguard Worker * 4*38e8c45fSAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); 5*38e8c45fSAndroid Build Coastguard Worker * you may not use this file except in compliance with the License. 6*38e8c45fSAndroid Build Coastguard Worker * You may obtain a copy of the License at 7*38e8c45fSAndroid Build Coastguard Worker * 8*38e8c45fSAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0 9*38e8c45fSAndroid Build Coastguard Worker * 10*38e8c45fSAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software 11*38e8c45fSAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS, 12*38e8c45fSAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13*38e8c45fSAndroid Build Coastguard Worker * See the License for the specific language governing permissions and 14*38e8c45fSAndroid Build Coastguard Worker * limitations under the License. 15*38e8c45fSAndroid Build Coastguard Worker */ 16*38e8c45fSAndroid Build Coastguard Worker 17*38e8c45fSAndroid Build Coastguard Worker #pragma once 18*38e8c45fSAndroid Build Coastguard Worker 19*38e8c45fSAndroid Build Coastguard Worker #include <SkImage.h> 20*38e8c45fSAndroid Build Coastguard Worker #include <SkSurface.h> 21*38e8c45fSAndroid Build Coastguard Worker #include <include/gpu/ganesh/GrDirectContext.h> 22*38e8c45fSAndroid Build Coastguard Worker #include <sys/types.h> 23*38e8c45fSAndroid Build Coastguard Worker #include <ui/GraphicTypes.h> 24*38e8c45fSAndroid Build Coastguard Worker 25*38e8c45fSAndroid Build Coastguard Worker #include "android-base/macros.h" 26*38e8c45fSAndroid Build Coastguard Worker #include "compat/SkiaBackendTexture.h" 27*38e8c45fSAndroid Build Coastguard Worker 28*38e8c45fSAndroid Build Coastguard Worker #include <memory> 29*38e8c45fSAndroid Build Coastguard Worker #include <vector> 30*38e8c45fSAndroid Build Coastguard Worker 31*38e8c45fSAndroid Build Coastguard Worker namespace android { 32*38e8c45fSAndroid Build Coastguard Worker namespace renderengine { 33*38e8c45fSAndroid Build Coastguard Worker namespace skia { 34*38e8c45fSAndroid Build Coastguard Worker 35*38e8c45fSAndroid Build Coastguard Worker /** 36*38e8c45fSAndroid Build Coastguard Worker * AutoBackendTexture manages GPU image lifetime. It is a ref-counted object 37*38e8c45fSAndroid Build Coastguard Worker * that keeps GPU resources alive until the last SkImage or SkSurface object using them is 38*38e8c45fSAndroid Build Coastguard Worker * destroyed. 39*38e8c45fSAndroid Build Coastguard Worker */ 40*38e8c45fSAndroid Build Coastguard Worker class AutoBackendTexture { 41*38e8c45fSAndroid Build Coastguard Worker public: 42*38e8c45fSAndroid Build Coastguard Worker // Manager class that is responsible for the immediate or deferred cleanup 43*38e8c45fSAndroid Build Coastguard Worker // of AutoBackendTextures. Clients of AutoBackendTexture are responsible for 44*38e8c45fSAndroid Build Coastguard Worker // ensuring that access to this class is thread safe. Clients also control when 45*38e8c45fSAndroid Build Coastguard Worker // the resources are reclaimed by setting the manager into deferred mode. 46*38e8c45fSAndroid Build Coastguard Worker class CleanupManager { 47*38e8c45fSAndroid Build Coastguard Worker public: 48*38e8c45fSAndroid Build Coastguard Worker CleanupManager() = default; add(AutoBackendTexture * abt)49*38e8c45fSAndroid Build Coastguard Worker void add(AutoBackendTexture* abt) { 50*38e8c45fSAndroid Build Coastguard Worker if (mDeferCleanup) { 51*38e8c45fSAndroid Build Coastguard Worker mCleanupList.push_back(abt); 52*38e8c45fSAndroid Build Coastguard Worker } else { 53*38e8c45fSAndroid Build Coastguard Worker delete abt; 54*38e8c45fSAndroid Build Coastguard Worker } 55*38e8c45fSAndroid Build Coastguard Worker } 56*38e8c45fSAndroid Build Coastguard Worker setDeferredStatus(bool enabled)57*38e8c45fSAndroid Build Coastguard Worker void setDeferredStatus(bool enabled) { mDeferCleanup = enabled; } 58*38e8c45fSAndroid Build Coastguard Worker isEmpty()59*38e8c45fSAndroid Build Coastguard Worker bool isEmpty() const { return mCleanupList.empty(); } 60*38e8c45fSAndroid Build Coastguard Worker 61*38e8c45fSAndroid Build Coastguard Worker // If any AutoBackedTextures were added while in deferred mode this method 62*38e8c45fSAndroid Build Coastguard Worker // will ensure they are deleted before returning. It must only be called 63*38e8c45fSAndroid Build Coastguard Worker // on the thread where the GPU context that created the AutoBackedTexture 64*38e8c45fSAndroid Build Coastguard Worker // is active. cleanup()65*38e8c45fSAndroid Build Coastguard Worker void cleanup() { 66*38e8c45fSAndroid Build Coastguard Worker for (auto abt : mCleanupList) { 67*38e8c45fSAndroid Build Coastguard Worker delete abt; 68*38e8c45fSAndroid Build Coastguard Worker } 69*38e8c45fSAndroid Build Coastguard Worker mCleanupList.clear(); 70*38e8c45fSAndroid Build Coastguard Worker } 71*38e8c45fSAndroid Build Coastguard Worker 72*38e8c45fSAndroid Build Coastguard Worker private: 73*38e8c45fSAndroid Build Coastguard Worker DISALLOW_COPY_AND_ASSIGN(CleanupManager); 74*38e8c45fSAndroid Build Coastguard Worker bool mDeferCleanup = false; 75*38e8c45fSAndroid Build Coastguard Worker std::vector<AutoBackendTexture*> mCleanupList; 76*38e8c45fSAndroid Build Coastguard Worker }; 77*38e8c45fSAndroid Build Coastguard Worker 78*38e8c45fSAndroid Build Coastguard Worker // Local reference that supports RAII-style management of an AutoBackendTexture 79*38e8c45fSAndroid Build Coastguard Worker // AutoBackendTexture by itself can't be managed in a similar fashion because 80*38e8c45fSAndroid Build Coastguard Worker // of shared ownership with Skia objects, so we wrap it here instead. 81*38e8c45fSAndroid Build Coastguard Worker class LocalRef { 82*38e8c45fSAndroid Build Coastguard Worker public: LocalRef(std::unique_ptr<SkiaBackendTexture> backendTexture,CleanupManager & cleanupMgr)83*38e8c45fSAndroid Build Coastguard Worker LocalRef(std::unique_ptr<SkiaBackendTexture> backendTexture, CleanupManager& cleanupMgr) { 84*38e8c45fSAndroid Build Coastguard Worker mTexture = new AutoBackendTexture(std::move(backendTexture), cleanupMgr); 85*38e8c45fSAndroid Build Coastguard Worker mTexture->ref(); 86*38e8c45fSAndroid Build Coastguard Worker } 87*38e8c45fSAndroid Build Coastguard Worker ~LocalRef()88*38e8c45fSAndroid Build Coastguard Worker ~LocalRef() { 89*38e8c45fSAndroid Build Coastguard Worker if (mTexture != nullptr) { 90*38e8c45fSAndroid Build Coastguard Worker mTexture->unref(true); 91*38e8c45fSAndroid Build Coastguard Worker } 92*38e8c45fSAndroid Build Coastguard Worker } 93*38e8c45fSAndroid Build Coastguard Worker 94*38e8c45fSAndroid Build Coastguard Worker // Makes a new SkImage from the texture content. 95*38e8c45fSAndroid Build Coastguard Worker // As SkImages are immutable but buffer content is not, we create 96*38e8c45fSAndroid Build Coastguard Worker // a new SkImage every time. makeImage(ui::Dataspace dataspace,SkAlphaType alphaType)97*38e8c45fSAndroid Build Coastguard Worker sk_sp<SkImage> makeImage(ui::Dataspace dataspace, SkAlphaType alphaType) { 98*38e8c45fSAndroid Build Coastguard Worker return mTexture->makeImage(dataspace, alphaType); 99*38e8c45fSAndroid Build Coastguard Worker } 100*38e8c45fSAndroid Build Coastguard Worker 101*38e8c45fSAndroid Build Coastguard Worker // Makes a new SkSurface from the texture content, if needed. getOrCreateSurface(ui::Dataspace dataspace)102*38e8c45fSAndroid Build Coastguard Worker sk_sp<SkSurface> getOrCreateSurface(ui::Dataspace dataspace) { 103*38e8c45fSAndroid Build Coastguard Worker return mTexture->getOrCreateSurface(dataspace); 104*38e8c45fSAndroid Build Coastguard Worker } 105*38e8c45fSAndroid Build Coastguard Worker colorType()106*38e8c45fSAndroid Build Coastguard Worker SkColorType colorType() const { return mTexture->mBackendTexture->internalColorType(); } 107*38e8c45fSAndroid Build Coastguard Worker 108*38e8c45fSAndroid Build Coastguard Worker DISALLOW_COPY_AND_ASSIGN(LocalRef); 109*38e8c45fSAndroid Build Coastguard Worker 110*38e8c45fSAndroid Build Coastguard Worker private: 111*38e8c45fSAndroid Build Coastguard Worker AutoBackendTexture* mTexture = nullptr; 112*38e8c45fSAndroid Build Coastguard Worker }; 113*38e8c45fSAndroid Build Coastguard Worker 114*38e8c45fSAndroid Build Coastguard Worker private: 115*38e8c45fSAndroid Build Coastguard Worker DISALLOW_COPY_AND_ASSIGN(AutoBackendTexture); 116*38e8c45fSAndroid Build Coastguard Worker 117*38e8c45fSAndroid Build Coastguard Worker // Creates an AutoBackendTexture to manage the lifecycle of a given SkiaBackendTexture, which is 118*38e8c45fSAndroid Build Coastguard Worker // in turn backed by an underlying backend-specific texture type. 119*38e8c45fSAndroid Build Coastguard Worker AutoBackendTexture(std::unique_ptr<SkiaBackendTexture> backendTexture, 120*38e8c45fSAndroid Build Coastguard Worker CleanupManager& cleanupMgr); 121*38e8c45fSAndroid Build Coastguard Worker 122*38e8c45fSAndroid Build Coastguard Worker // The only way to invoke dtor is with unref, when mUsageCount is 0. 123*38e8c45fSAndroid Build Coastguard Worker ~AutoBackendTexture() = default; 124*38e8c45fSAndroid Build Coastguard Worker ref()125*38e8c45fSAndroid Build Coastguard Worker void ref() { mUsageCount++; } 126*38e8c45fSAndroid Build Coastguard Worker 127*38e8c45fSAndroid Build Coastguard Worker // releaseLocalResources is true if the underlying SkImage and SkSurface 128*38e8c45fSAndroid Build Coastguard Worker // should be deleted from local tracking. 129*38e8c45fSAndroid Build Coastguard Worker void unref(bool releaseLocalResources); 130*38e8c45fSAndroid Build Coastguard Worker 131*38e8c45fSAndroid Build Coastguard Worker // Makes a new SkImage from the texture content. 132*38e8c45fSAndroid Build Coastguard Worker // As SkImages are immutable but buffer content is not, we create 133*38e8c45fSAndroid Build Coastguard Worker // a new SkImage every time. 134*38e8c45fSAndroid Build Coastguard Worker sk_sp<SkImage> makeImage(ui::Dataspace dataspace, SkAlphaType alphaType); 135*38e8c45fSAndroid Build Coastguard Worker 136*38e8c45fSAndroid Build Coastguard Worker // Makes a new SkSurface from the texture content, if needed. 137*38e8c45fSAndroid Build Coastguard Worker sk_sp<SkSurface> getOrCreateSurface(ui::Dataspace dataspace); 138*38e8c45fSAndroid Build Coastguard Worker 139*38e8c45fSAndroid Build Coastguard Worker CleanupManager& mCleanupMgr; 140*38e8c45fSAndroid Build Coastguard Worker 141*38e8c45fSAndroid Build Coastguard Worker static void releaseSurfaceProc(SkSurface::ReleaseContext releaseContext); 142*38e8c45fSAndroid Build Coastguard Worker static void releaseImageProc(SkImages::ReleaseContext releaseContext); 143*38e8c45fSAndroid Build Coastguard Worker 144*38e8c45fSAndroid Build Coastguard Worker std::unique_ptr<SkiaBackendTexture> mBackendTexture; 145*38e8c45fSAndroid Build Coastguard Worker int mUsageCount = 0; 146*38e8c45fSAndroid Build Coastguard Worker sk_sp<SkImage> mImage = nullptr; 147*38e8c45fSAndroid Build Coastguard Worker sk_sp<SkSurface> mSurface = nullptr; 148*38e8c45fSAndroid Build Coastguard Worker ui::Dataspace mDataspace = ui::Dataspace::UNKNOWN; 149*38e8c45fSAndroid Build Coastguard Worker }; 150*38e8c45fSAndroid Build Coastguard Worker 151*38e8c45fSAndroid Build Coastguard Worker } // namespace skia 152*38e8c45fSAndroid Build Coastguard Worker } // namespace renderengine 153*38e8c45fSAndroid Build Coastguard Worker } // namespace android 154