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// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_RESOURCE_PROVIDER_H_
#define CC_RESOURCE_PROVIDER_H_
#include <deque>
#include <string>
#include <vector>
#include "base/basictypes.h"
#include "base/callback.h"
#include "base/hash_tables.h"
#include "base/memory/scoped_ptr.h"
#include "base/threading/thread_checker.h"
#include "cc/cc_export.h"
#include "cc/output_surface.h"
#include "cc/texture_copier.h"
#include "cc/texture_mailbox.h"
#include "cc/transferable_resource.h"
#include "third_party/khronos/GLES2/gl2.h"
#include "third_party/skia/include/core/SkBitmap.h"
#include "third_party/skia/include/core/SkCanvas.h"
#include "ui/gfx/size.h"
namespace WebKit {
class WebGraphicsContext3D;
}
namespace gfx {
class Rect;
class Vector2d;
}
namespace cc {
class TextureUploader;
// This class is not thread-safe and can only be called from the thread it was
// created on (in practice, the impl thread).
class CC_EXPORT ResourceProvider {
public:
typedef unsigned ResourceId;
typedef std::vector<ResourceId> ResourceIdArray;
typedef base::hash_map<ResourceId, ResourceId> ResourceIdMap;
enum TextureUsageHint {
TextureUsageAny,
TextureUsageFramebuffer,
};
enum ResourceType {
GLTexture = 1,
Bitmap,
};
static scoped_ptr<ResourceProvider> create(OutputSurface*);
virtual ~ResourceProvider();
WebKit::WebGraphicsContext3D* graphicsContext3D();
TextureCopier* textureCopier() const { return m_textureCopier.get(); }
int maxTextureSize() const { return m_maxTextureSize; }
GLenum bestTextureFormat() const { return m_bestTextureFormat; }
unsigned numResources() const { return m_resources.size(); }
// Checks whether a resource is in use by a consumer.
bool inUseByConsumer(ResourceId);
// Producer interface.
void setDefaultResourceType(ResourceType type) { m_defaultResourceType = type; }
ResourceType defaultResourceType() const { return m_defaultResourceType; }
ResourceType resourceType(ResourceId);
// Creates a resource of the default resource type.
ResourceId createResource(const gfx::Size&, GLenum format, TextureUsageHint);
// Creates a resource which is tagged as being managed for GPU memory accounting purposes.
ResourceId createManagedResource(const gfx::Size&, GLenum format, TextureUsageHint);
// You can also explicitly create a specific resource type.
ResourceId createGLTexture(const gfx::Size&, GLenum format, GLenum texturePool, TextureUsageHint);
ResourceId createBitmap(const gfx::Size&);
// Wraps an external texture into a GL resource.
ResourceId createResourceFromExternalTexture(unsigned textureId);
// Wraps an external texture mailbox into a GL resource.
ResourceId createResourceFromTextureMailbox(const TextureMailbox&);
void deleteResource(ResourceId);
// Update pixels from image, copying sourceRect (in image) into destRect (in the resource).
void setPixels(ResourceId, const uint8_t* image, const gfx::Rect& imageRect, const gfx::Rect& sourceRect, const gfx::Vector2d& destOffset);
// Check upload status.
size_t numBlockingUploads();
void markPendingUploadsAsNonBlocking();
double estimatedUploadsPerSecond();
void flushUploads();
// Flush all context operations, kicking uploads and ensuring ordering with
// respect to other contexts.
void flush();
// Only flush the command buffer if supported.
// Returns true if the shallow flush occurred, false otherwise.
bool shallowFlushIfSupported();
// Creates accounting for a child. Returns a child ID.
int createChild();
// Destroys accounting for the child, deleting all accounted resources.
void destroyChild(int child);
// Gets the child->parent resource ID map.
const ResourceIdMap& getChildToParentMap(int child) const;
// Prepares resources to be transfered to the parent, moving them to
// mailboxes and serializing meta-data into TransferableResources.
// Resources are not removed from the ResourceProvider, but are marked as
// "in use".
void prepareSendToParent(const ResourceIdArray&, TransferableResourceList*);
// Prepares resources to be transfered back to the child, moving them to
// mailboxes and serializing meta-data into TransferableResources.
// Resources are removed from the ResourceProvider. Note: the resource IDs
// passed are in the parent namespace and will be translated to the child
// namespace when returned.
void prepareSendToChild(int child, const ResourceIdArray&, TransferableResourceList*);
// Receives resources from a child, moving them from mailboxes. Resource IDs
// passed are in the child namespace, and will be translated to the parent
// namespace, added to the child->parent map.
// NOTE: if the syncPoint filed in TransferableResourceList is set, this
// will wait on it.
void receiveFromChild(int child, const TransferableResourceList&);
// Receives resources from the parent, moving them from mailboxes. Resource IDs
// passed are in the child namespace.
// NOTE: if the syncPoint filed in TransferableResourceList is set, this
// will wait on it.
void receiveFromParent(const TransferableResourceList&);
// Bind the given GL resource to a texture target for sampling using the
// specified filter for both minification and magnification. The resource
// must be locked for reading.
void bindForSampling(ResourceProvider::ResourceId, GLenum target, GLenum filter);
// The following lock classes are part of the ResourceProvider API and are
// needed to read and write the resource contents. The user must ensure
// that they only use GL locks on GL resources, etc, and this is enforced
// by assertions.
class CC_EXPORT ScopedReadLockGL {
public:
ScopedReadLockGL(ResourceProvider*, ResourceProvider::ResourceId);
~ScopedReadLockGL();
unsigned textureId() const { return m_textureId; }
private:
ResourceProvider* m_resourceProvider;
ResourceProvider::ResourceId m_resourceId;
unsigned m_textureId;
DISALLOW_COPY_AND_ASSIGN(ScopedReadLockGL);
};
class CC_EXPORT ScopedSamplerGL : public ScopedReadLockGL {
public:
ScopedSamplerGL(ResourceProvider*, ResourceProvider::ResourceId, GLenum target, GLenum filter);
private:
DISALLOW_COPY_AND_ASSIGN(ScopedSamplerGL);
};
class CC_EXPORT ScopedWriteLockGL {
public:
ScopedWriteLockGL(ResourceProvider*, ResourceProvider::ResourceId);
~ScopedWriteLockGL();
unsigned textureId() const { return m_textureId; }
private:
ResourceProvider* m_resourceProvider;
ResourceProvider::ResourceId m_resourceId;
unsigned m_textureId;
DISALLOW_COPY_AND_ASSIGN(ScopedWriteLockGL);
};
class CC_EXPORT ScopedReadLockSoftware {
public:
ScopedReadLockSoftware(ResourceProvider*, ResourceProvider::ResourceId);
~ScopedReadLockSoftware();
const SkBitmap* skBitmap() const { return &m_skBitmap; }
private:
ResourceProvider* m_resourceProvider;
ResourceProvider::ResourceId m_resourceId;
SkBitmap m_skBitmap;
DISALLOW_COPY_AND_ASSIGN(ScopedReadLockSoftware);
};
class CC_EXPORT ScopedWriteLockSoftware {
public:
ScopedWriteLockSoftware(ResourceProvider*, ResourceProvider::ResourceId);
~ScopedWriteLockSoftware();
SkCanvas* skCanvas() { return m_skCanvas.get(); }
private:
ResourceProvider* m_resourceProvider;
ResourceProvider::ResourceId m_resourceId;
SkBitmap m_skBitmap;
scoped_ptr<SkCanvas> m_skCanvas;
DISALLOW_COPY_AND_ASSIGN(ScopedWriteLockSoftware);
};
class Fence : public base::RefCounted<Fence> {
public:
virtual bool hasPassed() = 0;
protected:
friend class base::RefCounted<Fence>;
virtual ~Fence() {}
};
// Acquire pixel buffer for resource. The pixel buffer can be used to
// set resource pixels without performing unnecessary copying.
void acquirePixelBuffer(ResourceId id);
void releasePixelBuffer(ResourceId id);
// Map/unmap the acquired pixel buffer.
uint8_t* mapPixelBuffer(ResourceId id);
void unmapPixelBuffer(ResourceId id);
// Update pixels from acquired pixel buffer.
void setPixelsFromBuffer(ResourceId id);
// Asynchronously update pixels from acquired pixel buffer.
void beginSetPixels(ResourceId id);
bool didSetPixelsComplete(ResourceId id);
// For tests only! This prevents detecting uninitialized reads.
// Use setPixels or lockForWrite to allocate implicitly.
void allocateForTesting(ResourceId id);
// Sets the current read fence. If a resource is locked for read
// and has read fences enabled, the resource will not allow writes
// until this fence has passed.
void setReadLockFence(scoped_refptr<Fence> fence) { m_currentReadLockFence = fence; }
Fence* getReadLockFence() { return m_currentReadLockFence; }
// Enable read lock fences for a specific resource.
void enableReadLockFences(ResourceProvider::ResourceId, bool enable);
// Indicates if we can currently lock this resource for write.
bool canLockForWrite(ResourceId);
private:
struct Resource {
Resource();
~Resource();
Resource(unsigned textureId, const gfx::Size& size, GLenum format, GLenum filter);
Resource(uint8_t* pixels, const gfx::Size& size, GLenum format, GLenum filter);
unsigned glId;
// Pixel buffer used for set pixels without unnecessary copying.
unsigned glPixelBufferId;
// Query used to determine when asynchronous set pixels complete.
unsigned glUploadQueryId;
TextureMailbox mailbox;
uint8_t* pixels;
uint8_t* pixelBuffer;
int lockForReadCount;
bool lockedForWrite;
bool external;
bool exported;
bool markedForDeletion;
bool pendingSetPixels;
bool allocated;
bool enableReadLockFences;
scoped_refptr<Fence> readLockFence;
gfx::Size size;
GLenum format;
// TODO(skyostil): Use a separate sampler object for filter state.
GLenum filter;
ResourceType type;
};
typedef base::hash_map<ResourceId, Resource> ResourceMap;
struct Child {
Child();
~Child();
ResourceIdMap childToParentMap;
ResourceIdMap parentToChildMap;
};
typedef base::hash_map<int, Child> ChildMap;
bool readLockFenceHasPassed(Resource* resource) { return !resource->readLockFence ||
resource->readLockFence->hasPassed(); }
explicit ResourceProvider(OutputSurface*);
bool initialize();
const Resource* lockForRead(ResourceId);
void unlockForRead(ResourceId);
const Resource* lockForWrite(ResourceId);
void unlockForWrite(ResourceId);
static void populateSkBitmapWithResource(SkBitmap*, const Resource*);
bool transferResource(WebKit::WebGraphicsContext3D*, ResourceId, TransferableResource*);
void deleteResourceInternal(ResourceMap::iterator it);
void lazyAllocate(Resource*);
OutputSurface* m_outputSurface;
ResourceId m_nextId;
ResourceMap m_resources;
int m_nextChild;
ChildMap m_children;
ResourceType m_defaultResourceType;
bool m_useTextureStorageExt;
bool m_useTextureUsageHint;
bool m_useShallowFlush;
scoped_ptr<TextureUploader> m_textureUploader;
scoped_ptr<AcceleratedTextureCopier> m_textureCopier;
int m_maxTextureSize;
GLenum m_bestTextureFormat;
base::ThreadChecker m_threadChecker;
scoped_refptr<Fence> m_currentReadLockFence;
DISALLOW_COPY_AND_ASSIGN(ResourceProvider);
};
}
#endif // CC_RESOURCE_PROVIDER_H_
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