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Unified Diff: src/gpu/GrContext.cpp

Issue 611383003: Revert of GrResourceCache2 manages scratch texture. (Closed) Base URL: https://skia.googlesource.com/skia.git@surfimpl
Patch Set: Created 6 years, 3 months ago
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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) {
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