本文整理汇总了C++中GrContext::getResourceCacheLimits方法的典型用法代码示例。如果您正苦于以下问题:C++ GrContext::getResourceCacheLimits方法的具体用法?C++ GrContext::getResourceCacheLimits怎么用?C++ GrContext::getResourceCacheLimits使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GrContext
的用法示例。
在下文中一共展示了GrContext::getResourceCacheLimits方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: onCharacterize
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;
}
示例2: isCompatible
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();
}
示例3: tool_main
//.........这里部分代码省略.........
#if defined(SK_BUILD_FOR_WIN32)
writer.option("system", "WIN32");
#elif defined(SK_BUILD_FOR_MAC)
writer.option("system", "MAC");
#elif defined(SK_BUILD_FOR_ANDROID)
writer.option("system", "ANDROID");
#elif defined(SK_BUILD_FOR_UNIX)
writer.option("system", "UNIX");
#else
writer.option("system", "other");
#endif
#if defined(SK_DEBUG)
writer.option("build", "DEBUG");
#else
writer.option("build", "RELEASE");
#endif
// Set texture cache limits if non-default.
for (size_t i = 0; i < SK_ARRAY_COUNT(gConfigs); ++i) {
#if SK_SUPPORT_GPU
const Config& config = gConfigs[i];
if (Benchmark::kGPU_Backend != config.backend) {
continue;
}
GrContext* context = gContextFactory.get(config.contextType);
if (NULL == context) {
continue;
}
size_t bytes;
int count;
context->getResourceCacheLimits(&count, &bytes);
if (-1 != FLAGS_gpuCacheBytes) {
bytes = static_cast<size_t>(FLAGS_gpuCacheBytes);
}
if (-1 != FLAGS_gpuCacheCount) {
count = FLAGS_gpuCacheCount;
}
context->setResourceCacheLimits(count, bytes);
#endif
}
// Run each bench in each configuration it supports and we asked for.
Iter iter;
Benchmark* bench;
while ((bench = iter.next()) != NULL) {
SkAutoTUnref<Benchmark> benchUnref(bench);
if (SkCommandLineFlags::ShouldSkip(FLAGS_match, bench->getName())) {
continue;
}
bench->setForceAlpha(alpha);
bench->setForceAA(FLAGS_forceAA);
bench->setForceFilter(FLAGS_forceFilter);
bench->setDither(dither);
bench->preDraw();
bool loggedBenchName = false;
for (int i = 0; i < configs.count(); ++i) {
const int configIndex = configs[i];
const Config& config = gConfigs[configIndex];
if (!bench->isSuitableFor(config.backend)) {
continue;