Improve save layer handling in SkGpuDevice

http://codereview.appspot.com/5966048/



git-svn-id: http://skia.googlecode.com/svn/trunk@3563 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
bsalomon@google.com 2012-03-30 18:22:01 +00:00
Родитель 6de0bfc51a
Коммит 423d6d9070
2 изменённых файлов: 106 добавлений и 82 удалений

Просмотреть файл

@ -29,14 +29,11 @@ class SK_API SkGpuDevice : public SkDevice {
public:
/**
* New device that will create an offscreen renderTarget based on the
* config, width, height.
*
* usage is a special flag that should only be set by SkCanvas
* internally.
* config, width, height. The device's storage will not count against
* the GrContext's texture cache budget. The device's pixels will be
* uninitialized.
*/
SkGpuDevice(GrContext*, SkBitmap::Config,
int width, int height,
SkDevice::Usage usage = SkDevice::kGeneral_Usage);
SkGpuDevice(GrContext*, SkBitmap::Config, int width, int height);
/**
* New device that will render to the specified renderTarget.
@ -118,14 +115,8 @@ public:
protected:
typedef GrContext::TextureCacheEntry TexCache;
enum TexType {
kBitmap_TexType,
kDeviceRenderTarget_TexType,
kSaveLayerDeviceRenderTarget_TexType
};
TexCache lockCachedTexture(const SkBitmap& bitmap,
const GrSamplerState* sampler,
TexType type = kBitmap_TexType);
const GrSamplerState* sampler);
bool isBitmapInTextureCache(const SkBitmap& bitmap,
const GrSamplerState& sampler) const;
void unlockCachedTexture(TexCache);
@ -152,6 +143,9 @@ private:
// called from rt and tex cons
void initFromRenderTarget(GrContext*, GrRenderTarget*);
// used by createCompatibleDevice
SkGpuDevice(GrContext*, GrTexture* texture, TexCache, bool needClear);
// override from SkDevice
virtual SkDevice* onCreateCompatibleDevice(SkBitmap::Config config,
int width, int height,

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@ -22,7 +22,7 @@
#include "SkTLazy.h"
#include "SkUtils.h"
#define CACHE_LAYER_TEXTURES 1
#define CACHE_COMPATIBLE_DEVICE_TEXTURES 1
#if 0
extern bool (*gShouldDrawProc)();
@ -30,9 +30,11 @@
do { \
if (gShouldDrawProc && !gShouldDrawProc()) return; \
this->prepareRenderTarget(draw); \
GrAssert(!fNeedClear) \
} while (0)
#else
#define CHECK_SHOULD_DRAW(draw) this->prepareRenderTarget(draw)
#define CHECK_SHOULD_DRAW(draw) this->prepareRenderTarget(draw); \
GrAssert(!fNeedClear)
#endif
// we use the same texture slot on GrPaint for bitmaps and shaders
@ -59,6 +61,15 @@ enum {
// requiring texture domain clamping to prevent color bleeding when drawing
// a sub region of a larger source image.
#define COLOR_BLEED_TOLERANCE SkFloatToScalar(0.001f)
#define DO_DEFERRED_CLEAR \
do { \
if (fNeedClear) { \
this->clear(NULL); \
fNeedClear = false; \
} \
} while (false) \
///////////////////////////////////////////////////////////////////////////////
class SkGpuDevice::SkAutoCachedTexture : public ::SkNoncopyable {
@ -193,9 +204,11 @@ void SkGpuDevice::initFromRenderTarget(GrContext* context,
fTextContext = NULL;
}
SkGpuDevice::SkGpuDevice(GrContext* context, SkBitmap::Config config, int width,
int height, Usage usage)
: SkDevice(config, width, height, false /*isOpaque*/) {
SkGpuDevice::SkGpuDevice(GrContext* context,
SkBitmap::Config config,
int width,
int height)
: SkDevice(config, width, height, false /*isOpaque*/) {
fNeedPrepareRenderTarget = false;
fDrawProcs = NULL;
@ -212,19 +225,6 @@ SkGpuDevice::SkGpuDevice(GrContext* context, SkBitmap::Config config, int width,
SkBitmap bm;
bm.setConfig(config, width, height);
#if CACHE_LAYER_TEXTURES
TexType type = (kSaveLayer_Usage == usage) ?
kSaveLayerDeviceRenderTarget_TexType :
kDeviceRenderTarget_TexType;
fCache = this->lockCachedTexture(bm, NULL, type);
fTexture = fCache.texture();
if (fTexture) {
SkASSERT(NULL != fTexture->asRenderTarget());
// hold a ref directly on fTexture (even though fCache has one) to match
// other constructor paths. Simplifies cleanup.
fTexture->ref();
}
#else
const GrTextureDesc desc = {
kRenderTarget_GrTextureFlagBit,
width,
@ -234,16 +234,13 @@ SkGpuDevice::SkGpuDevice(GrContext* context, SkBitmap::Config config, int width,
};
fTexture = fContext->createUncachedTexture(desc, NULL, 0);
#endif
if (NULL != fTexture) {
fRenderTarget = fTexture->asRenderTarget();
fRenderTarget->ref();
GrAssert(NULL != fRenderTarget);
// we defer the actual clear until our gainFocus()
fNeedClear = true;
// wrap the bitmap with a pixelref to expose our texture
SkGrTexturePixelRef* pr = new SkGrTexturePixelRef(fTexture);
this->setPixelRef(pr, 0)->unref();
@ -278,6 +275,7 @@ SkGpuDevice::~SkGpuDevice() {
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::makeRenderTargetCurrent() {
DO_DEFERRED_CLEAR;
fContext->setRenderTarget(fRenderTarget);
fContext->flush(true);
fNeedPrepareRenderTarget = true;
@ -310,6 +308,7 @@ GrPixelConfig config8888_to_gr_config(SkCanvas::Config8888 config8888) {
bool SkGpuDevice::onReadPixels(const SkBitmap& bitmap,
int x, int y,
SkCanvas::Config8888 config8888) {
DO_DEFERRED_CLEAR;
SkASSERT(SkBitmap::kARGB_8888_Config == bitmap.config());
SkASSERT(!bitmap.isNull());
SkASSERT(SkIRect::MakeWH(this->width(), this->height()).contains(SkIRect::MakeXYWH(x, y, bitmap.width(), bitmap.height())));
@ -396,13 +395,11 @@ void SkGpuDevice::gainFocus(SkCanvas* canvas, const SkMatrix& matrix,
convert_matrixclip(fContext, matrix, clipStack, clip, this->getOrigin());
if (fNeedClear) {
fContext->clear(NULL, 0x0);
fNeedClear = false;
}
DO_DEFERRED_CLEAR;
}
SkGpuRenderTarget* SkGpuDevice::accessRenderTarget() {
DO_DEFERRED_CLEAR;
return (SkGpuRenderTarget*)fRenderTarget;
}
@ -596,6 +593,7 @@ inline bool skPaint2GrPaintShader(SkGpuDevice* dev,
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::clear(SkColor color) {
fContext->setRenderTarget(fRenderTarget);
fContext->clear(NULL, color);
}
@ -1509,12 +1507,19 @@ void SkGpuDevice::drawSprite(const SkDraw& draw, const SkBitmap& bitmap,
GR_Scalar1 * h / texture->height()));
}
void SkGpuDevice::drawDevice(const SkDraw& draw, SkDevice* dev,
void SkGpuDevice::drawDevice(const SkDraw& draw, SkDevice* device,
int x, int y, const SkPaint& paint) {
// clear of the source device must occur before CHECK_SHOULD_DRAW
SkGpuDevice* dev = static_cast<SkGpuDevice*>(dev);
if (dev->fNeedClear) {
// TODO: could check here whether we really need to draw at all
dev->clear(0x0);
}
CHECK_SHOULD_DRAW(draw);
GrPaint grPaint;
if (!((SkGpuDevice*)dev)->bindDeviceAsTexture(&grPaint) ||
if (!dev->bindDeviceAsTexture(&grPaint) ||
!skPaint2GrPaintNoShader(paint, true, false, &grPaint)) {
return;
}
@ -1809,55 +1814,35 @@ bool SkGpuDevice::filterTextFlags(const SkPaint& paint, TextFlags* flags) {
}
void SkGpuDevice::flush() {
DO_DEFERRED_CLEAR;
fContext->resolveRenderTarget(fRenderTarget);
}
///////////////////////////////////////////////////////////////////////////////
SkGpuDevice::TexCache SkGpuDevice::lockCachedTexture(const SkBitmap& bitmap,
const GrSamplerState* sampler,
TexType type) {
SkGpuDevice::TexCache SkGpuDevice::lockCachedTexture(
const SkBitmap& bitmap,
const GrSamplerState* sampler) {
GrContext::TextureCacheEntry entry;
GrContext* ctx = this->context();
if (kBitmap_TexType != type) {
const GrTextureDesc desc = {
kRenderTarget_GrTextureFlagBit,
bitmap.width(),
bitmap.height(),
SkGr::Bitmap2PixelConfig(bitmap),
0 // samples
};
GrContext::ScratchTexMatch match;
if (kSaveLayerDeviceRenderTarget_TexType == type) {
// we know layers will only be drawn through drawDevice.
// drawDevice has been made to work with content embedded in a
// larger texture so its okay to use the approximate version.
match = GrContext::kApprox_ScratchTexMatch;
} else {
SkASSERT(kDeviceRenderTarget_TexType == type);
match = GrContext::kExact_ScratchTexMatch;
}
entry = ctx->lockScratchTexture(desc, match);
} else {
if (!bitmap.isVolatile()) {
GrContext::TextureKey key = bitmap.getGenerationID();
key |= ((uint64_t) bitmap.pixelRefOffset()) << 32;
if (!bitmap.isVolatile()) {
GrContext::TextureKey key = bitmap.getGenerationID();
key |= ((uint64_t) bitmap.pixelRefOffset()) << 32;
entry = ctx->findAndLockTexture(key, bitmap.width(),
bitmap.height(), sampler);
if (NULL == entry.texture()) {
entry = sk_gr_create_bitmap_texture(ctx, key, sampler,
bitmap);
}
} else {
entry = sk_gr_create_bitmap_texture(ctx, gUNCACHED_KEY,
sampler, bitmap);
}
entry = ctx->findAndLockTexture(key, bitmap.width(),
bitmap.height(), sampler);
if (NULL == entry.texture()) {
GrPrintf("---- failed to create texture for cache [%d %d]\n",
bitmap.width(), bitmap.height());
entry = sk_gr_create_bitmap_texture(ctx, key, sampler,
bitmap);
}
} else {
entry = sk_gr_create_bitmap_texture(ctx, gUNCACHED_KEY,
sampler, bitmap);
}
if (NULL == entry.texture()) {
GrPrintf("---- failed to create texture for cache [%d %d]\n",
bitmap.width(), bitmap.height());
}
return entry;
}
@ -1880,8 +1865,53 @@ SkDevice* SkGpuDevice::onCreateCompatibleDevice(SkBitmap::Config config,
int width, int height,
bool isOpaque,
Usage usage) {
return SkNEW_ARGS(SkGpuDevice,(this->context(), config,
width, height, usage));
GrTextureDesc desc;
desc.fConfig = fRenderTarget->config();
desc.fFlags = kRenderTarget_GrTextureFlagBit;
desc.fWidth = width;
desc.fHeight = height;
desc.fSampleCnt = fRenderTarget->numSamples();
GrContext::TextureCacheEntry cacheEntry;
GrTexture* texture;
SkAutoTUnref<GrTexture> tunref;
// Skia's convention is to only clear a device if it is a non-opaque layer.
bool needClear = !isOpaque && kSaveLayer_Usage == usage;
#if CACHE_COMPATIBLE_DEVICE_TEXTURES
// layers are never draw in repeat modes, so we can request an approx
// match and ignore any padding.
GrContext::ScratchTexMatch matchType = (kSaveLayer_Usage == usage) ?
GrContext::kApprox_ScratchTexMatch :
GrContext::kExact_ScratchTexMatch;
cacheEntry = fContext->lockScratchTexture(desc, matchType);
texture = cacheEntry.texture();
#else
tunref.reset(fContext->createUncachedTexture(desc, NULL, 0));
texture = tunref.get();
#endif
if (texture) {
return SkNEW_ARGS(SkGpuDevice,(fContext,
texture,
cacheEntry,
needClear));
} else {
GrPrintf("---- failed to create compatible device texture [%d %d]\n",
width, height);
return NULL;
}
}
SkGpuDevice::SkGpuDevice(GrContext* context,
GrTexture* texture,
TexCache cacheEntry,
bool needClear)
: SkDevice(make_bitmap(context, texture->asRenderTarget())) {
GrAssert(texture && texture->asRenderTarget());
GrAssert(NULL == cacheEntry.texture() || texture == cacheEntry.texture());
this->initFromRenderTarget(context, texture->asRenderTarget());
fCache = cacheEntry;
fNeedClear = needClear;
}
GrTextContext* SkGpuDevice::getTextContext() {