#ifndef SkTextureCache_DEFINED
#define SkTextureCache_DEFINED
#include "SkBitmap.h"
#include "SkPoint.h"
#include "SkGL.h"
#include "SkTDArray.h"
class SkTextureCache {
public:
SkTextureCache(size_t maxCount, size_t maxSize);
~SkTextureCache();
size_t getMaxCount() { return fTexCountMax; }
size_t getMaxSize() { return fTexSizeMax; }
void setMaxCount(size_t count);
void setMaxSize(size_t size);
/** Deletes all the caches. Pass true if the texture IDs are still valid,
and if so, it will call glDeleteTextures. Pass false if the texture IDs
are invalid (e.g. the gl-context has changed), in which case they will
just be abandoned.
*/
void deleteAllCaches(bool texturesAreValid);
static int HashMask() { return kHashMask; }
class Key {
public:
Key(const SkBitmap& bm) {
fGenID = bm.getGenerationID();
fOffset = bm.pixelRefOffset();
fWH = (bm.width() << 16) | bm.height();
this->computeHash();
}
int getHashIndex() const { return fHashIndex; }
friend bool operator==(const Key& a, const Key& b) {
return a.fHash == b.fHash &&
a.fGenID == b.fGenID &&
a.fOffset == b.fOffset &&
a.fWH == b.fWH;
}
friend bool operator<(const Key& a, const Key& b) {
if (a.fHash < b.fHash) {
return true;
} else if (a.fHash > b.fHash) {
return false;
}
if (a.fGenID < b.fGenID) {
return true;
} else if (a.fGenID > b.fGenID) {
return false;
}
if (a.fOffset < b.fOffset) {
return true;
} else if (a.fOffset > b.fOffset) {
return false;
}
return a.fWH < b.fWH;
}
private:
void computeHash() {
uint32_t hash = fGenID ^ fOffset ^ fWH;
fHash = hash;
hash ^= hash >> 16;
fHashIndex = hash & SkTextureCache::HashMask();
}
uint32_t fHash; // computed from the other fields
uint32_t fGenID;
size_t fOffset;
uint32_t fWH;
// for indexing into the texturecache's fHash
int fHashIndex;
};
class Entry {
public:
GLuint name() const { return fName; }
SkPoint texSize() const { return fTexSize; }
size_t memSize() const { return fMemSize; }
const Key& getKey() const { return fKey; }
// call this to clear the texture name, in case the context has changed
// in which case we should't reference or delete this texture in GL
void abandonTexture() { fName = 0; }
private:
Entry(const SkBitmap& bitmap);
~Entry();
int lockCount() const { return fLockCount; }
bool isLocked() const { return fLockCount > 0; }
void lock() { fLockCount += 1; }
void unlock() {
SkASSERT(fLockCount > 0);
fLockCount -= 1;
}
private:
GLuint fName;
SkPoint fTexSize;
Key fKey;
size_t fMemSize;
int fLockCount;
Entry* fPrev;
Entry* fNext;
friend class SkTextureCache;
};
Entry* lock(const SkBitmap&);
void unlock(Entry*);
private:
void purgeIfNecessary(size_t extraSize);
#ifdef SK_DEBUG
void validate() const;
#else
void validate() const {}
#endif
Entry* fHead;
Entry* fTail;
// limits for the cache
size_t fTexCountMax;
size_t fTexSizeMax;
// current values for the cache
size_t fTexCount;
size_t fTexSize;
enum {
kHashBits = 6,
kHashCount = 1 << kHashBits,
kHashMask = kHashCount - 1
};
mutable Entry* fHash[kHashCount];
SkTDArray<Entry*> fSorted;
/* If we find the key, return the entry and ignore index. If we don't,
return NULL and set index to the place to insert the entry in fSorted
*/
Entry* find(const Key&, int* index) const;
// returns index or <0 if not found. Does NOT update hash
int findInSorted(const Key& key) const;
};
#endif