gfx/skia/skia/src/gpu/GrYUVProvider.cpp
author Wes Kocher <wkocher@mozilla.com>
Wed, 10 May 2017 10:01:18 -0700
changeset 407965 ce2218406119c36a551e3faea4e192186ee46cc5
parent 407937 af6f19870b2a00759ac1d83dedc3db57213abfee
child 408167 0ded74baeaf23d7985401fe9bbabdb3d9385ac22
permissions -rw-r--r--
Backed out 9 changesets (bug 1340627) for graphical glitches a=backout Backed out changeset 0b1371055c7f (bug 1340627) Backed out changeset f152be1fadb7 (bug 1340627) Backed out changeset c691e2ab6a0c (bug 1340627) Backed out changeset 3cb4bceb8d79 (bug 1340627) Backed out changeset 026aadd76d06 (bug 1340627) Backed out changeset fdbd5d281287 (bug 1340627) Backed out changeset 75fb0d9858a9 (bug 1340627) Backed out changeset 0d4ec7d38a00 (bug 1340627) Backed out changeset af6f19870b2a (bug 1340627) MozReview-Commit-ID: 9dHr7xMZezY

/*
 * Copyright 2015 Google Inc.
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */

#include "GrContext.h"
#include "GrDrawContext.h"
#include "GrYUVProvider.h"
#include "effects/GrGammaEffect.h"
#include "effects/GrYUVEffect.h"

#include "SkCachedData.h"
#include "SkRefCnt.h"
#include "SkResourceCache.h"
#include "SkYUVPlanesCache.h"

namespace {
/**
 *  Helper class to manage the resources used for storing the YUV planar data. Depending on the
 *  useCache option, we may find (and lock) the data in our ResourceCache, or we may have allocated
 *  it in scratch storage.
 */
class YUVScoper {
public:
    bool init(GrYUVProvider*, SkYUVPlanesCache::Info*, void* planes[3], bool useCache);

private:
    // we only use one or the other of these
    SkAutoTUnref<SkCachedData>  fCachedData;
    SkAutoMalloc                fStorage;
};
}

bool YUVScoper::init(GrYUVProvider* provider, SkYUVPlanesCache::Info* yuvInfo, void* planes[3],
                     bool useCache) {
    if (useCache) {
        fCachedData.reset(SkYUVPlanesCache::FindAndRef(provider->onGetID(), yuvInfo));
    }

    if (fCachedData.get()) {
        planes[0] = (void*)fCachedData->data();
        planes[1] = (uint8_t*)planes[0] + (yuvInfo->fSizeInfo.fWidthBytes[SkYUVSizeInfo::kY] *
                                           yuvInfo->fSizeInfo.fSizes[SkYUVSizeInfo::kY].fHeight);
        planes[2] = (uint8_t*)planes[1] + (yuvInfo->fSizeInfo.fWidthBytes[SkYUVSizeInfo::kU] *
                                           yuvInfo->fSizeInfo.fSizes[SkYUVSizeInfo::kU].fHeight);
    } else {
        // Fetch yuv plane sizes for memory allocation.
        if (!provider->onQueryYUV8(&yuvInfo->fSizeInfo, &yuvInfo->fColorSpace)) {
            return false;
        }

        // Allocate the memory for YUV
        size_t totalSize(0);
        for (int i = 0; i < 3; i++) {
            totalSize += yuvInfo->fSizeInfo.fWidthBytes[i] * yuvInfo->fSizeInfo.fSizes[i].fHeight;
        }
        if (useCache) {
            fCachedData.reset(SkResourceCache::NewCachedData(totalSize));
            planes[0] = fCachedData->writable_data();
        } else {
            fStorage.reset(totalSize);
            planes[0] = fStorage.get();
        }
        planes[1] = (uint8_t*)planes[0] + (yuvInfo->fSizeInfo.fWidthBytes[SkYUVSizeInfo::kY] *
                                           yuvInfo->fSizeInfo.fSizes[SkYUVSizeInfo::kY].fHeight);
        planes[2] = (uint8_t*)planes[1] + (yuvInfo->fSizeInfo.fWidthBytes[SkYUVSizeInfo::kU] *
                                           yuvInfo->fSizeInfo.fSizes[SkYUVSizeInfo::kU].fHeight);

        // Get the YUV planes.
        if (!provider->onGetYUV8Planes(yuvInfo->fSizeInfo, planes)) {
            return false;
        }

        if (useCache) {
            // Decoding is done, cache the resulting YUV planes
            SkYUVPlanesCache::Add(provider->onGetID(), fCachedData, yuvInfo);
        }
    }
    return true;
}

sk_sp<GrTexture> GrYUVProvider::refAsTexture(GrContext* ctx,
                                             const GrSurfaceDesc& desc,
                                             bool useCache) {
    SkYUVPlanesCache::Info yuvInfo;
    void* planes[3];
    YUVScoper scoper;
    if (!scoper.init(this, &yuvInfo, planes, useCache)) {
        return nullptr;
    }

    GrSurfaceDesc yuvDesc;
    yuvDesc.fConfig = kAlpha_8_GrPixelConfig;
    SkAutoTUnref<GrTexture> yuvTextures[3];
    for (int i = 0; i < 3; i++) {
        yuvDesc.fWidth  = yuvInfo.fSizeInfo.fSizes[i].fWidth;
        yuvDesc.fHeight = yuvInfo.fSizeInfo.fSizes[i].fHeight;
        // TODO: why do we need this check?
        bool needsExactTexture =
                (yuvDesc.fWidth  != yuvInfo.fSizeInfo.fSizes[SkYUVSizeInfo::kY].fWidth) ||
                (yuvDesc.fHeight != yuvInfo.fSizeInfo.fSizes[SkYUVSizeInfo::kY].fHeight);
        if (needsExactTexture) {
            yuvTextures[i].reset(ctx->textureProvider()->createTexture(yuvDesc, SkBudgeted::kYes));
        } else {
            yuvTextures[i].reset(ctx->textureProvider()->createApproxTexture(yuvDesc));
        }
        if (!yuvTextures[i] ||
            !yuvTextures[i]->writePixels(0, 0, yuvDesc.fWidth, yuvDesc.fHeight, yuvDesc.fConfig,
                                         planes[i], yuvInfo.fSizeInfo.fWidthBytes[i])) {
                return nullptr;
            }
    }

    // We never want to perform color-space conversion during the decode
    sk_sp<GrDrawContext> drawContext(ctx->makeDrawContext(SkBackingFit::kExact,
                                                          desc.fWidth, desc.fHeight,
                                                          desc.fConfig, nullptr,
                                                          desc.fSampleCnt));
    if (!drawContext) {
        return nullptr;
    }

    GrPaint paint;
    sk_sp<GrFragmentProcessor> yuvToRgbProcessor(
        GrYUVEffect::MakeYUVToRGB(yuvTextures[0], yuvTextures[1], yuvTextures[2],
                                  yuvInfo.fSizeInfo.fSizes, yuvInfo.fColorSpace, false));
    paint.addColorFragmentProcessor(std::move(yuvToRgbProcessor));

    // If we're decoding an sRGB image, the result of our linear math on the YUV planes is already
    // in sRGB. (The encoding is just math on bytes, with no concept of color spaces.) So, we need
    // to output the results of that math directly to the buffer that we will then consider sRGB.
    // If we have sRGB write control, we can just tell the HW not to do the Linear -> sRGB step.
    // Otherwise, we do our shader math to go from YUV -> sRGB, manually convert sRGB -> Linear,
    // then let the HW convert Linear -> sRGB.
    if (GrPixelConfigIsSRGB(desc.fConfig)) {
        if (ctx->caps()->srgbWriteControl()) {
            paint.setDisableOutputConversionToSRGB(true);
        } else {
            paint.addColorFragmentProcessor(GrGammaEffect::Make(2.2f));
        }
    }

    paint.setPorterDuffXPFactory(SkBlendMode::kSrc);
    const SkRect r = SkRect::MakeIWH(yuvInfo.fSizeInfo.fSizes[SkYUVSizeInfo::kY].fWidth,
            yuvInfo.fSizeInfo.fSizes[SkYUVSizeInfo::kY].fHeight);

    drawContext->drawRect(GrNoClip(), paint, SkMatrix::I(), r);

    return drawContext->asTexture();
}