Example #1
0
GrInOrderDrawBuffer::~GrInOrderDrawBuffer() {
    this->reset();
    // This must be called by before the GrDrawTarget destructor
    this->releaseGeometry();
    GrSafeUnref(fQuadIndexBuffer);
    GrSafeUnref(fAutoFlushTarget);
}
Example #2
0
GrGpu::~GrGpu() {
    GrSafeUnref(fQuadIndexBuffer);
    GrSafeUnref(fUnitSquareVertexBuffer);
    delete fVertexPool;
    delete fIndexPool;
    delete fPathRenderer;
}
Example #3
0
void GrInOrderDrawBuffer::reset() {
    GrAssert(1 == fGeoPoolStateStack.count());
    this->resetVertexSource();
    this->resetIndexSource();
    uint32_t numStates = fStates.count();
    for (uint32_t i = 0; i < numStates; ++i) {
        for (int s = 0; s < GrDrawState::kNumStages; ++s) {
            GrSafeUnref(fStates[i].getTexture(s));
        }
        GrSafeUnref(fStates[i].getRenderTarget());

        // GrInOrderDrawBuffer is no longer managing the refs/unrefs 
        // for the stored GrDrawStates
        fStates[i].disableBehavior(GrDrawState::kTexturesNeedRef_BehaviorBit);
    }
    int numDraws = fDraws.count();
    for (int d = 0; d < numDraws; ++d) {
        // we always have a VB, but not always an IB
        GrAssert(NULL != fDraws[d].fVertexBuffer);
        fDraws[d].fVertexBuffer->unref();
        GrSafeUnref(fDraws[d].fIndexBuffer);
    }
    fDraws.reset();
    fStates.reset();

    fClears.reset();

    fVertexPool.reset();
    fIndexPool.reset();

    fClips.reset();

    this->resetDrawTracking();
}
Example #4
0
void GrInOrderDrawBuffer::reset() {
    GrAssert(1 == fGeoPoolStateStack.count());
    this->resetVertexSource();
    this->resetIndexSource();
    uint32_t numStates = fStates.count();
    for (uint32_t i = 0; i < numStates; ++i) {
        const DrState& dstate = this->accessSavedDrawState(fStates[i]);
        for (int s = 0; s < kNumStages; ++s) {
            GrSafeUnref(dstate.fTextures[s]);
        }
        GrSafeUnref(dstate.fRenderTarget);
    }
    int numDraws = fDraws.count();
    for (int d = 0; d < numDraws; ++d) {
        // we always have a VB, but not always an IB
        GrAssert(NULL != fDraws[d].fVertexBuffer);
        fDraws[d].fVertexBuffer->unref();
        GrSafeUnref(fDraws[d].fIndexBuffer);
    }
    fDraws.reset();
    fStates.reset();

    fClears.reset();

    fVertexPool.reset();
    fIndexPool.reset();

    fClips.reset();

    fCurrQuad = 0;
}
Example #5
0
void GrInOrderDrawBuffer::reset() {
    GrAssert(1 == fGeoPoolStateStack.count());
    this->resetVertexSource();
    this->resetIndexSource();
    int numDraws = fDraws.count();
    for (int d = 0; d < numDraws; ++d) {
        // we always have a VB, but not always an IB
        GrAssert(NULL != fDraws[d].fVertexBuffer);
        fDraws[d].fVertexBuffer->unref();
        GrSafeUnref(fDraws[d].fIndexBuffer);
    }
    fCmds.reset();
    fDraws.reset();
    fStencilPaths.reset();
    fStates.reset();
    fClears.reset();
    fVertexPool.reset();
    fIndexPool.reset();
    fClips.reset();
    fClipOrigins.reset();
    fClipSet = true;

    this->resetDrawTracking();

    // we start off with a default clip and state so that we don't have
    // to do count checks on fClips, fStates, or fCmds before checking their
    // last entry.
    this->recordDefaultState();
    this->recordDefaultClip();
}
Example #6
0
GrAtlasMgr::~GrAtlasMgr() {
    for (size_t i = 0; i < GR_ARRAY_COUNT(fTexture); i++) {
        GrSafeUnref(fTexture[i]);
    }
    delete fPlotMgr;
    fGpu->unref();
}
SharedGraphicsContext3D::~SharedGraphicsContext3D()
{
    m_context->deleteBuffer(m_quadVertices);
    allContexts()->remove(this);
#if USE(SKIA)
    GrSafeUnref(m_grContext);
#endif
}
GraphicsContext3DPrivate::~GraphicsContext3DPrivate()
{
#if USE(SKIA)
    if (m_grContext) {
        m_grContext->contextDestroyed();
        GrSafeUnref(m_grContext);
    }
#endif
}
Example #9
0
SkGrPixelRef::~SkGrPixelRef() {
    if (fUnlock) {
        GrContext* context = fSurface->getContext();
        GrTexture* texture = fSurface->asTexture();
        if (NULL != context && NULL != texture) {
            context->unlockScratchTexture(texture);
        }
    }
    GrSafeUnref(fSurface);
}
Example #10
0
void GrInOrderDrawBuffer::setQuadIndexBuffer(const GrIndexBuffer* indexBuffer) {
    bool newIdxBuffer = fQuadIndexBuffer != indexBuffer;
    if (newIdxBuffer) {
        GrSafeUnref(fQuadIndexBuffer);
        fQuadIndexBuffer = indexBuffer;
        GrSafeRef(fQuadIndexBuffer);
        fCurrQuad = 0;
        fMaxQuads = (NULL == indexBuffer) ? 0 : indexBuffer->maxQuads();
    } else {
        GrAssert((NULL == indexBuffer && 0 == fMaxQuads) ||
                 (indexBuffer->maxQuads() == fMaxQuads));
    }
}
Example #11
0
static SkGrPixelRef* copyToTexturePixelRef(GrTexture* texture, SkBitmap::Config dstConfig,
                                           const SkIRect* subset) {
    if (NULL == texture) {
        return NULL;
    }
    GrContext* context = texture->getContext();
    if (NULL == context) {
        return NULL;
    }
    GrTextureDesc desc;

    SkIPoint pointStorage;
    SkIPoint* topLeft;
    if (subset != NULL) {
        SkASSERT(SkIRect::MakeWH(texture->width(), texture->height()).contains(*subset));
        // Create a new texture that is the size of subset.
        desc.fWidth = subset->width();
        desc.fHeight = subset->height();
        pointStorage.set(subset->x(), subset->y());
        topLeft = &pointStorage;
    } else {
        desc.fWidth  = texture->width();
        desc.fHeight = texture->height();
        topLeft = NULL;
    }
    desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
    desc.fConfig = SkBitmapConfig2GrPixelConfig(dstConfig);

    GrTexture* dst = context->createUncachedTexture(desc, NULL, 0);
    if (NULL == dst) {
        return NULL;
    }

    context->copyTexture(texture, dst->asRenderTarget(), topLeft);

    // TODO: figure out if this is responsible for Chrome canvas errors
#if 0
    // The render texture we have created (to perform the copy) isn't fully
    // functional (since it doesn't have a stencil buffer). Release it here
    // so the caller doesn't try to render to it.
    // TODO: we can undo this release when dynamic stencil buffer attach/
    // detach has been implemented
    dst->releaseRenderTarget();
#endif

    SkGrPixelRef* pixelRef = SkNEW_ARGS(SkGrPixelRef, (dst));
    GrSafeUnref(dst);
    return pixelRef;
}
void GrInOrderDrawBuffer::reset() {
    GrAssert(1 == fGeoPoolStateStack.count());
    this->resetVertexSource();
    this->resetIndexSource();
    int numDraws = fDraws.count();
    for (int d = 0; d < numDraws; ++d) {
        // we always have a VB, but not always an IB
        GrAssert(NULL != fDraws[d].fVertexBuffer);
        fDraws[d].fVertexBuffer->unref();
        GrSafeUnref(fDraws[d].fIndexBuffer);
    }
    fCmds.reset();
    fDraws.reset();
    fStencilPaths.reset();
    fStates.reset();
    fClears.reset();
    fVertexPool.reset();
    fIndexPool.reset();
    fClips.reset();
    fClipOrigins.reset();
    fClipSet = true;
}
Example #13
0
void GrGLRenderTarget::onRelease() {
    GPUGL->notifyRenderTargetDelete(this);
    if (fOwnIDs) {
        if (fTexFBOID) {
            GR_GL(DeleteFramebuffers(1, &fTexFBOID));
        }
        if (fRTFBOID && fRTFBOID != fTexFBOID) {
            GR_GL(DeleteFramebuffers(1, &fRTFBOID));
        }
        if (fStencilRenderbufferID) {
            GR_GL(DeleteRenderbuffers(1, &fStencilRenderbufferID));
        }
        if (fMSColorRenderbufferID) {
            GR_GL(DeleteRenderbuffers(1, &fMSColorRenderbufferID));
        }
    }
    fRTFBOID                = 0;
    fTexFBOID               = 0;
    fStencilRenderbufferID  = 0;
    fMSColorRenderbufferID  = 0;
    GrSafeUnref(fTexIDObj);
    fTexIDObj = NULL;
}
Example #14
0
GrInOrderDrawBuffer::~GrInOrderDrawBuffer() {
    this->reset();
    GrSafeUnref(fQuadIndexBuffer);
}
SkGrRenderTargetPixelRef::~SkGrRenderTargetPixelRef() {
    GrSafeUnref(fRenderTarget);
}
SkGrTexturePixelRef::~SkGrTexturePixelRef() {
    GrSafeUnref(fTexture);
}
Example #17
0
SkGrFontScaler::~SkGrFontScaler() {
    GrSafeUnref(fKey);
}