bool SkSurface_Gpu::onCharacterize(SkSurfaceCharacterization* data) const {
    GrRenderTargetContext* rtc = fDevice->accessRenderTargetContext();
    GrContext* ctx = fDevice->context();

    int maxResourceCount;
    size_t maxResourceBytes;
    ctx->getResourceCacheLimits(&maxResourceCount, &maxResourceBytes);

    bool mipmapped = rtc->asTextureProxy() ? GrMipMapped::kYes == rtc->asTextureProxy()->mipMapped()
                                           : false;

    data->set(ctx->threadSafeProxy(), maxResourceBytes,
              rtc->origin(), rtc->width(), rtc->height(),
              rtc->colorSpaceInfo().config(), rtc->fsaaType(), rtc->numStencilSamples(),
              SkSurfaceCharacterization::Textureable(SkToBool(rtc->asTextureProxy())),
              SkSurfaceCharacterization::MipMapped(mipmapped),
              rtc->colorSpaceInfo().refColorSpace(), this->props());

    return true;
}
bool SkSurface_Gpu::isCompatible(const SkSurfaceCharacterization& data) const {
    GrRenderTargetContext* rtc = fDevice->accessRenderTargetContext();
    GrContext* ctx = fDevice->context();

    if (!data.isValid()) {
        return false;
    }

    // As long as the current state if the context allows for greater or equal resources,
    // we allow the DDL to be replayed.
    // DDL TODO: should we just remove the resource check and ignore the cache limits on playback?
    int maxResourceCount;
    size_t maxResourceBytes;
    ctx->getResourceCacheLimits(&maxResourceCount, &maxResourceBytes);

    if (data.isTextureable()) {
        if (!rtc->asTextureProxy()) {
            // If the characterization was textureable we require the replay dest to also be
            // textureable. If the characterized surface wasn't textureable we allow the replay
            // dest to be textureable.
            return false;
        }

        if (data.isMipMapped() && GrMipMapped::kNo == rtc->asTextureProxy()->mipMapped()) {
            // Fail if the DDL's surface was mipmapped but the replay surface is not.
            // Allow drawing to proceed if the DDL was not mipmapped but the replay surface is.
            return false;
        }
    }

    return data.contextInfo() && data.contextInfo()->matches(ctx) &&
           data.cacheMaxResourceBytes() <= maxResourceBytes &&
           data.origin() == rtc->origin() && data.width() == rtc->width() &&
           data.height() == rtc->height() && data.config() == rtc->colorSpaceInfo().config() &&
           data.fsaaType() == rtc->fsaaType() && data.stencilCount() == rtc->numStencilSamples() &&
           SkColorSpace::Equals(data.colorSpace(), rtc->colorSpaceInfo().colorSpace()) &&
           data.surfaceProps() == rtc->surfaceProps();
}