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/*
* Copyright 2020 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include <GrAHardwareBufferUtils.h>
#include <GrDirectContext.h>
#include <SkImage.h>
#include <SkSurface.h>
#include <sys/types.h>
#include <ui/GraphicTypes.h>
#include "android-base/macros.h"
#include <mutex>
#include <vector>
namespace android {
namespace renderengine {
namespace skia {
/**
* AutoBackendTexture manages GPU image lifetime. It is a ref-counted object
* that keeps GPU resources alive until the last SkImage or SkSurface object using them is
* destroyed.
*/
class AutoBackendTexture {
public:
// Manager class that is responsible for the immediate or deferred cleanup
// of AutoBackendTextures. Clients of AutoBackendTexture are responsible for
// ensuring that access to this class is thread safe. Clients also control when
// the resources are reclaimed by setting the manager into deferred mode.
class CleanupManager {
public:
CleanupManager() = default;
void add(AutoBackendTexture* abt) {
if (mDeferCleanup) {
mCleanupList.push_back(abt);
} else {
delete abt;
}
}
void setDeferredStatus(bool enabled) { mDeferCleanup = enabled; }
bool isEmpty() const { return mCleanupList.empty(); }
// If any AutoBackedTextures were added while in deferred mode this method
// will ensure they are deleted before returning. It must only be called
// on the thread where the GPU context that created the AutoBackedTexture
// is active.
void cleanup() {
for (auto abt : mCleanupList) {
delete abt;
}
mCleanupList.clear();
}
private:
DISALLOW_COPY_AND_ASSIGN(CleanupManager);
bool mDeferCleanup = false;
std::vector<AutoBackendTexture*> mCleanupList;
};
// Local reference that supports RAII-style management of an AutoBackendTexture
// AutoBackendTexture by itself can't be managed in a similar fashion because
// of shared ownership with Skia objects, so we wrap it here instead.
class LocalRef {
public:
LocalRef(GrDirectContext* context, AHardwareBuffer* buffer, bool isOutputBuffer,
CleanupManager& cleanupMgr) {
mTexture = new AutoBackendTexture(context, buffer, isOutputBuffer, cleanupMgr);
mTexture->ref();
}
~LocalRef() {
if (mTexture != nullptr) {
mTexture->unref(true);
}
}
// Makes a new SkImage from the texture content.
// As SkImages are immutable but buffer content is not, we create
// a new SkImage every time.
sk_sp<SkImage> makeImage(ui::Dataspace dataspace, SkAlphaType alphaType,
GrDirectContext* context) {
return mTexture->makeImage(dataspace, alphaType, context);
}
// Makes a new SkSurface from the texture content, if needed.
sk_sp<SkSurface> getOrCreateSurface(ui::Dataspace dataspace, GrDirectContext* context) {
return mTexture->getOrCreateSurface(dataspace, context);
}
SkColorType colorType() const { return mTexture->mColorType; }
DISALLOW_COPY_AND_ASSIGN(LocalRef);
private:
AutoBackendTexture* mTexture = nullptr;
};
private:
// Creates a GrBackendTexture whose contents come from the provided buffer.
AutoBackendTexture(GrDirectContext* context, AHardwareBuffer* buffer, bool isOutputBuffer,
CleanupManager& cleanupMgr);
// The only way to invoke dtor is with unref, when mUsageCount is 0.
~AutoBackendTexture();
void ref() { mUsageCount++; }
// releaseLocalResources is true if the underlying SkImage and SkSurface
// should be deleted from local tracking.
void unref(bool releaseLocalResources);
// Makes a new SkImage from the texture content.
// As SkImages are immutable but buffer content is not, we create
// a new SkImage every time.
sk_sp<SkImage> makeImage(ui::Dataspace dataspace, SkAlphaType alphaType,
GrDirectContext* context);
// Makes a new SkSurface from the texture content, if needed.
sk_sp<SkSurface> getOrCreateSurface(ui::Dataspace dataspace, GrDirectContext* context);
GrBackendTexture mBackendTexture;
GrAHardwareBufferUtils::DeleteImageProc mDeleteProc;
GrAHardwareBufferUtils::UpdateImageProc mUpdateProc;
GrAHardwareBufferUtils::TexImageCtx mImageCtx;
CleanupManager& mCleanupMgr;
static void releaseSurfaceProc(SkSurface::ReleaseContext releaseContext);
static void releaseImageProc(SkImages::ReleaseContext releaseContext);
int mUsageCount = 0;
const bool mIsOutputBuffer;
sk_sp<SkImage> mImage = nullptr;
sk_sp<SkSurface> mSurface = nullptr;
ui::Dataspace mDataspace = ui::Dataspace::UNKNOWN;
SkColorType mColorType = kUnknown_SkColorType;
};
} // namespace skia
} // namespace renderengine
} // namespace android