121f5962fa
Write out the png images as quickly as possible, with still at least minimal compression. Without compression the debug images are way too big, but otherwise it's preferred that this is fast (especially when possibly dumping thousands of images). Skia's PNG code ignores the quality and hardcodes the libpng defaults, so patch Skia to explicitly handle the quality we want. It'd be also possible to use SkPngEncoder directly, but SkImage makes it non-trivial to get at the pixel data if it's on the GPU, and the internal getROPixels() invoked by encodeToData() also caches the content, so be lazy and patch Skia. Change-Id: I09cc61115246de4fc9d076953eb7fec8140c32cb Reviewed-on: https://gerrit.libreoffice.org/c/core/+/108668 Tested-by: Jenkins Reviewed-by: Luboš Luňák <l.lunak@collabora.com> |
||
---|---|---|
.. | ||
win | ||
x11 | ||
gdiimpl.cxx | ||
README | ||
salbmp.cxx | ||
skia_denylist_vulkan.xml | ||
SkiaHelper.cxx | ||
zone.cxx |
This is code for using the Skia library as a drawing library in VCL backends. See external/skia for info on the library itself. Environment variables: ====================== See README.vars in the toplevel vcl/ directory. Note that many backends do not use Skia. E.g. on Linux it is necessary to also use SAL_USE_VCLPLUGIN=gen . There are also GUI options for controlling whether Skia is enabled. Skia drawing methods: ===================== Skia supports several methods to draw: - Raster - CPU-based drawing (here primarily used for debugging) - Vulkan - Vulkan-based GPU drawing, this is the default There are more (OpenGL, Metal on Mac, etc.), but (as of now) they are not supported by VCL. Logging: ======== Run LO with 'SAL_LOG=+INFO.vcl.skia' to get log information about Skia including tracing each drawing operation. If you want log information without drawing operations, use 'SAL_LOG=+INFO.vcl.skia-INFO.vcl.skia.trace'. Debugging: ========== Both SkiaSalBitmap and SkiaSalGraphicsImpl have a dump() method that writes a PNG with the current contents. There is also SkiaHelper::dump() for dumping contents of SkBitmap, SkImage and SkSurface. If there is a drawing problem, you can use something like the following piece of code to dump an image after each relevant operation (or do it in postDraw() if you don't know which operation is responsible). You can then find the relevant image and match it with the responsible operation (run LO with 'SAL_LOG=+INFO.vcl.skia'). static int cnt = 0; ++cnt; char buf[100]; sprintf(buf,"/tmp/a%05d.png", cnt); SAL_DEBUG("CNT:" << cnt); if(cnt > 4000) // skip some initial drawing operations dump(buf); Testing: ======== Currently unittests always use the 'headless' VCL backend. Use something like the following to run VCL unittests with Skia (and possibly skip slowcheck): SAL_SKIA=raster SAL_ENABLESKIA=1 SAL_USE_VCLPLUGIN=gen make vcl.build vcl.unitcheck vcl.slowcheck You can also use 'visualbackendtest' to visually check some operations. Use something like: SAL_SKIA=raster SAL_ENABLESKIA=1 SAL_USE_VCLPLUGIN=gen [srcdir]/bin/run visualbackendtest Thread safety: ============== SolarMutex must be held for most operations (asserted in SkiaSalGraphicsImpl::preDraw() and in SkiaZone constructor). The reason for this is that this restriction does not appear to be a problem, so there's no need to verify thread safety of the code (including the Skia library). There's probably no fundamental reason why the code couldn't be made thread-safe. GrDirectContext sharing: ======================== We use Skia's sk_app::WindowContext class for creating surfaces for windows, that class takes care of the internals. But of offscreen drawing, we need an instance of class GrDirectContext. There is sk_app::WindowContext::getGrDirectContext(), but each instance creates its own GrDirectContext, and apparently it does not work to mix them. Which means that for offscreen drawing we would need to know which window (and only that window) the contents will be eventually painted to, which is not possible (it may not even be known at the time). To solve this problem we patch sk_app::WindowContext to create just one GrDirectContext object and share it between instances. Additionally, using sk_app::WindowContext::SharedGrDirectContext it is possible to share it also for offscreen drawing, including keeping proper reference count.