#include "src/gpu/graphite/TextureProxy.h"
#include "include/gpu/graphite/Recorder.h"
#include "src/core/SkMipmap.h"
#include "src/gpu/graphite/Caps.h"
#include "src/gpu/graphite/RecorderPriv.h"
#include "src/gpu/graphite/ResourceProvider.h"
#include "src/gpu/graphite/ScratchResourceManager.h"
#include "src/gpu/graphite/Texture.h"
#include "src/gpu/graphite/TextureUtils.h"
namespace skgpu::graphite {
TextureProxy::TextureProxy(SkISize dimensions,
const TextureInfo& info,
std::string_view label,
skgpu::Budgeted budgeted)
: … { … }
TextureProxy::TextureProxy(sk_sp<Texture> texture)
: … { … }
TextureProxy::TextureProxy(SkISize dimensions,
const TextureInfo& textureInfo,
skgpu::Budgeted budgeted,
Volatile isVolatile,
LazyInstantiateCallback&& callback)
: … { … }
TextureProxy::~TextureProxy() { … }
SkISize TextureProxy::dimensions() const { … }
bool TextureProxy::isLazy() const { … }
bool TextureProxy::isFullyLazy() const { … }
bool TextureProxy::isVolatile() const { … }
bool TextureProxy::isProtected() const { … }
size_t TextureProxy::uninstantiatedGpuMemorySize() const { … }
bool TextureProxy::instantiate(ResourceProvider* resourceProvider) { … }
bool TextureProxy::lazyInstantiate(ResourceProvider* resourceProvider) { … }
bool TextureProxy::InstantiateIfNotLazy(ResourceProvider* resourceProvider,
TextureProxy* textureProxy) { … }
bool TextureProxy::InstantiateIfNotLazy(ScratchResourceManager* scratchManager,
TextureProxy* textureProxy) { … }
void TextureProxy::deinstantiate() { … }
sk_sp<Texture> TextureProxy::refTexture() const { … }
const Texture* TextureProxy::texture() const { … }
sk_sp<TextureProxy> TextureProxy::Make(const Caps* caps,
ResourceProvider* resourceProvider,
SkISize dimensions,
const TextureInfo& textureInfo,
std::string_view label,
skgpu::Budgeted budgeted) { … }
sk_sp<TextureProxy> TextureProxy::MakeLazy(const Caps* caps,
SkISize dimensions,
const TextureInfo& textureInfo,
skgpu::Budgeted budgeted,
Volatile isVolatile,
LazyInstantiateCallback&& callback) { … }
sk_sp<TextureProxy> TextureProxy::MakeFullyLazy(const TextureInfo& textureInfo,
skgpu::Budgeted budgeted,
Volatile isVolatile,
LazyInstantiateCallback&& callback) { … }
sk_sp<TextureProxy> TextureProxy::Wrap(sk_sp<Texture> texture) { … }
#ifdef SK_DEBUG
void TextureProxy::validateTexture(const Texture* texture) { … }
#endif
}