Index: src/gpu/GrContext.cpp |
diff --git a/src/gpu/GrContext.cpp b/src/gpu/GrContext.cpp |
index de34f235525177bf7edc93afbca3a5415b3a5816..46a5576b113358492361240cf4737d38f9f6a699 100755 |
--- a/src/gpu/GrContext.cpp |
+++ b/src/gpu/GrContext.cpp |
@@ -70,6 +70,25 @@ |
#define ASSERT_OWNED_RESOURCE(R) SkASSERT(!(R) || (R)->getContext() == this) |
+GrTexture* GrAutoScratchTexture::detach() { |
+ if (NULL == fTexture) { |
+ return NULL; |
+ } |
+ GrTexture* texture = fTexture; |
+ fTexture = NULL; |
+ |
+ // This GrAutoScratchTexture has a ref from lockAndRefScratchTexture, which we give up now. |
+ // The cache also has a ref which we are lending to the caller of detach(). When the caller |
+ // lets go of the ref and the ref count goes to 0 internal_dispose will see this flag is |
+ // set and re-ref the texture, thereby restoring the cache's ref. |
+ SkASSERT(!texture->unique()); |
+ texture->texturePriv().setFlag((GrTextureFlags) GrTexture::kReturnToCache_FlagBit); |
+ texture->unref(); |
+ SkASSERT(texture->getCacheEntry()); |
+ |
+ return texture; |
+} |
+ |
// Glorified typedef to avoid including GrDrawState.h in GrContext.h |
class GrContext::AutoRestoreEffects : public GrDrawState::AutoRestoreEffects {}; |
@@ -440,77 +459,157 @@ |
return texture; |
} |
-bool GrContext::createNewScratchTexture(const GrTextureDesc& desc) { |
- SkAutoTUnref<GrTexture> texture(fGpu->createTexture(desc, NULL, 0)); |
- if (!texture) { |
- return false; |
- } |
- fResourceCache->addResource(texture->getScratchKey(), texture); |
- texture->fIsScratch = GrIORef::kYes_IsScratch; |
- return true; |
+static GrTexture* create_scratch_texture(GrGpu* gpu, |
+ GrResourceCache* resourceCache, |
+ const GrTextureDesc& desc) { |
+ GrTexture* texture = gpu->createTexture(desc, NULL, 0); |
+ if (texture) { |
+ GrResourceKey key = GrTexturePriv::ComputeScratchKey(texture->desc()); |
+ // Adding a resource could put us overbudget. Try to free up the |
+ // necessary space before adding it. |
+ resourceCache->purgeAsNeeded(1, texture->gpuMemorySize()); |
+ // Make the resource exclusive so future 'find' calls don't return it |
+ resourceCache->addResource(key, texture, GrResourceCache::kHide_OwnershipFlag); |
+ } |
+ return texture; |
} |
GrTexture* GrContext::lockAndRefScratchTexture(const GrTextureDesc& inDesc, ScratchTexMatch match) { |
- // kNoStencil has no meaning if kRT isn't set. |
SkASSERT((inDesc.fFlags & kRenderTarget_GrTextureFlagBit) || |
!(inDesc.fFlags & kNoStencil_GrTextureFlagBit)); |
- // Make sure caller has checked for renderability if kRT is set. |
- SkASSERT(!(inDesc.fFlags & kRenderTarget_GrTextureFlagBit) || |
- this->isConfigRenderable(inDesc.fConfig, inDesc.fSampleCnt > 0)); |
- |
- SkTCopyOnFirstWrite<GrTextureDesc> desc(inDesc); |
- |
- // There is a regression here in that when reuseScratchTextures is false, the texture won't be |
- // freed when its ref and io counts reach zero. TODO: Make GrResourceCache2 free scratch |
- // resources immediately after it is the sole owner and reuseScratchTextures is false. |
- if (fGpu->caps()->reuseScratchTextures() || (desc->fFlags & kRenderTarget_GrTextureFlagBit)) { |
- GrTextureFlags origFlags = desc->fFlags; |
- if (kApprox_ScratchTexMatch == match) { |
- // bin by pow2 with a reasonable min |
- static const int MIN_SIZE = 16; |
- GrTextureDesc* wdesc = desc.writable(); |
- wdesc->fWidth = SkTMax(MIN_SIZE, GrNextPow2(desc->fWidth)); |
- wdesc->fHeight = SkTMax(MIN_SIZE, GrNextPow2(desc->fHeight)); |
- } |
- |
- do { |
- GrResourceKey key = GrTexturePriv::ComputeScratchKey(*desc); |
- GrGpuResource* resource = fResourceCache2->findAndRefScratchResource(key); |
- if (resource) { |
- fResourceCache->makeResourceMRU(resource); |
- return static_cast<GrTexture*>(resource); |
- } |
- |
- if (kExact_ScratchTexMatch == match) { |
- break; |
- } |
- // We had a cache miss and we are in approx mode, relax the fit of the flags. |
- |
- // We no longer try to reuse textures that were previously used as render targets in |
- // situations where no RT is needed; doing otherwise can confuse the video driver and |
- // cause significant performance problems in some cases. |
- if (desc->fFlags & kNoStencil_GrTextureFlagBit) { |
- desc.writable()->fFlags = desc->fFlags & ~kNoStencil_GrTextureFlagBit; |
- } else { |
- break; |
- } |
- |
- } while (true); |
- |
- desc.writable()->fFlags = origFlags; |
- } |
- |
- if (!this->createNewScratchTexture(*desc)) { |
- return NULL; |
- } |
- |
- // If we got here then we didn't find a cached texture, but we just added one. |
- GrResourceKey key = GrTexturePriv::ComputeScratchKey(*desc); |
- GrGpuResource* resource = fResourceCache2->findAndRefScratchResource(key); |
- SkASSERT(resource); |
+ // Renderable A8 targets are not universally supported (e.g., not on ANGLE) |
+ SkASSERT(this->isConfigRenderable(kAlpha_8_GrPixelConfig, inDesc.fSampleCnt > 0) || |
+ !(inDesc.fFlags & kRenderTarget_GrTextureFlagBit) || |
+ (inDesc.fConfig != kAlpha_8_GrPixelConfig)); |
+ |
+ if (!fGpu->caps()->reuseScratchTextures() && |
+ !(inDesc.fFlags & kRenderTarget_GrTextureFlagBit)) { |
+ // If we're never recycling this texture we can always make it the right size |
+ return create_scratch_texture(fGpu, fResourceCache, inDesc); |
+ } |
+ |
+ GrTextureDesc desc = inDesc; |
+ |
+ if (kApprox_ScratchTexMatch == match) { |
+ // bin by pow2 with a reasonable min |
+ static const int MIN_SIZE = 16; |
+ desc.fWidth = SkTMax(MIN_SIZE, GrNextPow2(desc.fWidth)); |
+ desc.fHeight = SkTMax(MIN_SIZE, GrNextPow2(desc.fHeight)); |
+ } |
+ |
+ GrGpuResource* resource = NULL; |
+ int origWidth = desc.fWidth; |
+ int origHeight = desc.fHeight; |
+ |
+ do { |
+ GrResourceKey key = GrTexturePriv::ComputeScratchKey(desc); |
+ // Ensure we have exclusive access to the texture so future 'find' calls don't return it |
+ resource = fResourceCache->find(key, GrResourceCache::kHide_OwnershipFlag); |
+ if (resource) { |
+ resource->ref(); |
+ break; |
+ } |
+ if (kExact_ScratchTexMatch == match) { |
+ break; |
+ } |
+ // We had a cache miss and we are in approx mode, relax the fit of the flags. |
+ |
+ // We no longer try to reuse textures that were previously used as render targets in |
+ // situations where no RT is needed; doing otherwise can confuse the video driver and |
+ // cause significant performance problems in some cases. |
+ if (desc.fFlags & kNoStencil_GrTextureFlagBit) { |
+ desc.fFlags = desc.fFlags & ~kNoStencil_GrTextureFlagBit; |
+ } else { |
+ break; |
+ } |
+ |
+ } while (true); |
+ |
+ if (NULL == resource) { |
+ desc.fFlags = inDesc.fFlags; |
+ desc.fWidth = origWidth; |
+ desc.fHeight = origHeight; |
+ resource = create_scratch_texture(fGpu, fResourceCache, desc); |
+ } |
+ |
return static_cast<GrTexture*>(resource); |
+} |
+ |
+void GrContext::addExistingTextureToCache(GrTexture* texture) { |
+ |
+ if (NULL == texture) { |
+ return; |
+ } |
+ |
+ // This texture should already have a cache entry since it was once |
+ // attached |
+ SkASSERT(texture->getCacheEntry()); |
+ |
+ // Conceptually, the cache entry is going to assume responsibility |
+ // for the creation ref. Assert refcnt == 1. |
+ // Except that this also gets called when the texture is prematurely |
+ // abandoned. In that case the ref count may be > 1. |
+ // SkASSERT(texture->unique()); |
+ |
+ if (fGpu->caps()->reuseScratchTextures() || texture->asRenderTarget()) { |
+ // Since this texture came from an AutoScratchTexture it should |
+ // still be in the exclusive pile. Recycle it. |
+ fResourceCache->makeNonExclusive(texture->getCacheEntry()); |
+ this->purgeCache(); |
+ } else { |
+ // When we aren't reusing textures we know this scratch texture |
+ // will never be reused and would be just wasting time in the cache |
+ fResourceCache->makeNonExclusive(texture->getCacheEntry()); |
+ fResourceCache->deleteResource(texture->getCacheEntry()); |
+ } |
+} |
+ |
+void GrContext::unlockScratchTexture(GrTexture* texture) { |
+ if (texture->wasDestroyed()) { |
+ if (texture->getCacheEntry()->key().isScratch()) { |
+ // This texture was detached from the cache but the cache still had a ref to it but |
+ // not a pointer to it. This will unref the texture and delete its resource cache |
+ // entry. |
+ delete texture->getCacheEntry(); |
+ } |
+ return; |
+ } |
+ |
+ ASSERT_OWNED_RESOURCE(texture); |
+ SkASSERT(texture->getCacheEntry()); |
+ |
+ // If this is a scratch texture we detached it from the cache |
+ // while it was locked (to avoid two callers simultaneously getting |
+ // the same texture). |
+ if (texture->getCacheEntry()->key().isScratch()) { |
+ if (fGpu->caps()->reuseScratchTextures() || texture->asRenderTarget()) { |
+ fResourceCache->makeNonExclusive(texture->getCacheEntry()); |
+ this->purgeCache(); |
+ } else if (texture->unique()) { |
+ // Only the cache now knows about this texture. Since we're never |
+ // reusing scratch textures (in this code path) it would just be |
+ // wasting time sitting in the cache. |
+ fResourceCache->makeNonExclusive(texture->getCacheEntry()); |
+ fResourceCache->deleteResource(texture->getCacheEntry()); |
+ } else { |
+ // In this case (there is still a non-cache ref) but we don't really |
+ // want to readd it to the cache (since it will never be reused). |
+ // Instead, give up the cache's ref and leave the decision up to |
+ // addExistingTextureToCache once its ref count reaches 0. For |
+ // this to work we need to leave it in the exclusive list. |
+ texture->texturePriv().setFlag((GrTextureFlags) GrTexture::kReturnToCache_FlagBit); |
+ // Give up the cache's ref to the texture |
+ texture->unref(); |
+ } |
+ } |
+} |
+ |
+void GrContext::purgeCache() { |
+ if (fResourceCache) { |
+ fResourceCache->purgeAsNeeded(); |
+ } |
} |
bool GrContext::OverbudgetCB(void* data) { |