Revert "Reland "Take GrContext private, GrDDLContext inherit from GrRecordingContext""

This reverts commit ff13ffbeacec5335cfdb84c8a9d20bb78e10da58.

Reason for revert: Blink in g3

Original change's description:
> Reland "Take GrContext private, GrDDLContext inherit from GrRecordingContext"
>
> This reverts commit 89bdc90ac877dc8cd49c86c35a20d9df0d3b9016.
>
> Reason for revert: Fix metal
>
> Original change's description:
> > Revert "Take GrContext private, GrDDLContext inherit from GrRecordingContext"
> >
> > This reverts commit d2daa94edeca88281796524fae45f38f11a7bef2.
> >
> > Reason for revert: Metaru
> >
> > Original change's description:
> > > Take GrContext private, GrDDLContext inherit from GrRecordingContext
> > >
> > > Woo!
> > >
> > > Change-Id: I8d201b709343dc18cad31ea740575285dd035f35
> > > Docs-Preview: https://skia.org/?cl=317436
> > > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/317436
> > > Reviewed-by: Robert Phillips <robertphillips@google.com>
> > > Reviewed-by: Brian Salomon <bsalomon@google.com>
> > > Commit-Queue: Adlai Holler <adlai@google.com>
> >
> > TBR=bsalomon@google.com,robertphillips@google.com,adlai@google.com
> >
> > Change-Id: I9b58dee285fbdc49ebc8e76df5da0fe224cf9787
> > No-Presubmit: true
> > No-Tree-Checks: true
> > No-Try: true
> > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/318758
> > Reviewed-by: Adlai Holler <adlai@google.com>
> > Commit-Queue: Adlai Holler <adlai@google.com>
>
> TBR=bsalomon@google.com,robertphillips@google.com,adlai@google.com
>
>
> Change-Id: Id4b10795193a904cd4ed8c36e60e74abe3b6702a
> Docs-Preview: https://skia.org/?cl=318759
> Cq-Include-Trybots: luci.skia.skia.primary:Build-Mac10.15.5-Clang-arm64-Debug-iOS_Metal,Build-Mac-Clang-x86_64-Debug-Metal
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/318759
> Commit-Queue: Adlai Holler <adlai@google.com>
> Reviewed-by: Adlai Holler <adlai@google.com>

TBR=bsalomon@google.com,robertphillips@google.com,adlai@google.com

Change-Id: Ib20fe933120d56b72efaec73a0bedec60bc28def
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/319184
Commit-Queue: Adlai Holler <adlai@google.com>
Reviewed-by: Adlai Holler <adlai@google.com>
diff --git a/include/gpu/GrContext.h b/include/gpu/GrContext.h
new file mode 100644
index 0000000..0a96abc
--- /dev/null
+++ b/include/gpu/GrContext.h
@@ -0,0 +1,772 @@
+/*
+ * Copyright 2010 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef GrContext_DEFINED
+#define GrContext_DEFINED
+
+#include "include/core/SkMatrix.h"
+#include "include/core/SkPathEffect.h"
+#include "include/core/SkTypes.h"
+#include "include/gpu/GrBackendSurface.h"
+#include "include/gpu/GrContextOptions.h"
+#include "include/gpu/GrRecordingContext.h"
+
+// We shouldn't need this but currently Android is relying on this being include transitively.
+#include "include/core/SkUnPreMultiply.h"
+
+class GrAtlasManager;
+class GrBackendSemaphore;
+class GrCaps;
+class GrClientMappedBufferManager;
+class GrContextPriv;
+class GrContextThreadSafeProxy;
+struct GrD3DBackendContext;
+class GrFragmentProcessor;
+struct GrGLInterface;
+class GrGpu;
+struct GrMockOptions;
+class GrPath;
+class GrRenderTargetContext;
+class GrResourceCache;
+class GrResourceProvider;
+class GrSmallPathAtlasMgr;
+class GrStrikeCache;
+class GrSurfaceProxy;
+class GrSwizzle;
+class GrTextureProxy;
+struct GrVkBackendContext;
+
+class SkImage;
+class SkString;
+class SkSurfaceCharacterization;
+class SkSurfaceProps;
+class SkTaskGroup;
+class SkTraceMemoryDump;
+
+class SK_API GrContext : public GrRecordingContext {
+public:
+#ifndef SK_DISABLE_LEGACY_CONTEXT_FACTORIES
+
+#ifdef SK_GL
+    /**
+     * Creates a GrContext for a backend context. If no GrGLInterface is provided then the result of
+     * GrGLMakeNativeInterface() is used if it succeeds.
+     */
+    static sk_sp<GrContext> MakeGL(sk_sp<const GrGLInterface>, const GrContextOptions&);
+    static sk_sp<GrContext> MakeGL(sk_sp<const GrGLInterface>);
+    static sk_sp<GrContext> MakeGL(const GrContextOptions&);
+    static sk_sp<GrContext> MakeGL();
+#endif
+
+#ifdef SK_VULKAN
+    /**
+     * The Vulkan context (VkQueue, VkDevice, VkInstance) must be kept alive until the returned
+     * GrContext is destroyed. This also means that any objects created with this GrContext (e.g.
+     * SkSurfaces, SkImages, etc.) must also be released as they may hold refs on the GrContext.
+     * Once all these objects and the GrContext are released, then it is safe to delete the vulkan
+     * objects.
+     */
+    static sk_sp<GrContext> MakeVulkan(const GrVkBackendContext&, const GrContextOptions&);
+    static sk_sp<GrContext> MakeVulkan(const GrVkBackendContext&);
+#endif
+
+#ifdef SK_METAL
+    /**
+     * Makes a GrContext which uses Metal as the backend. The device parameter is an MTLDevice
+     * and queue is an MTLCommandQueue which should be used by the backend. These objects must
+     * have a ref on them which can be transferred to Ganesh which will release the ref when the
+     * GrContext is destroyed.
+     */
+    static sk_sp<GrContext> MakeMetal(void* device, void* queue, const GrContextOptions& options);
+    static sk_sp<GrContext> MakeMetal(void* device, void* queue);
+#endif
+
+#ifdef SK_DIRECT3D
+    /**
+     * Makes a GrContext which uses Direct3D as the backend. The Direct3D context
+     * must be kept alive until the returned GrContext is first destroyed or abandoned.
+     */
+    static sk_sp<GrContext> MakeDirect3D(const GrD3DBackendContext&,
+                                         const GrContextOptions& options);
+    static sk_sp<GrContext> MakeDirect3D(const GrD3DBackendContext&);
+#endif
+
+#ifdef SK_DAWN
+    static sk_sp<GrContext> MakeDawn(const wgpu::Device& device, const GrContextOptions& options);
+    static sk_sp<GrContext> MakeDawn(const wgpu::Device& device);
+#endif
+
+    static sk_sp<GrContext> MakeMock(const GrMockOptions*, const GrContextOptions&);
+    static sk_sp<GrContext> MakeMock(const GrMockOptions*);
+
+#endif // SK_DISABLE_LEGACY_CONTEXT_FACTORIES
+
+    ~GrContext() override;
+
+    // TODO: Remove this from public after migrating Chrome.
+    sk_sp<GrContextThreadSafeProxy> threadSafeProxy();
+
+    /**
+     * The GrContext normally assumes that no outsider is setting state
+     * within the underlying 3D API's context/device/whatever. This call informs
+     * the context that the state was modified and it should resend. Shouldn't
+     * be called frequently for good performance.
+     * The flag bits, state, is dpendent on which backend is used by the
+     * context, either GL or D3D (possible in future).
+     */
+    void resetContext(uint32_t state = kAll_GrBackendState);
+
+    /**
+     * If the backend is GrBackendApi::kOpenGL, then all texture unit/target combinations for which
+     * the GrContext has modified the bound texture will have texture id 0 bound. This does not
+     * flush the GrContext. Calling resetContext() does not change the set that will be bound
+     * to texture id 0 on the next call to resetGLTextureBindings(). After this is called
+     * all unit/target combinations are considered to have unmodified bindings until the GrContext
+     * subsequently modifies them (meaning if this is called twice in a row with no intervening
+     * GrContext usage then the second call is a no-op.)
+     */
+    void resetGLTextureBindings();
+
+    /**
+     * Abandons all GPU resources and assumes the underlying backend 3D API context is no longer
+     * usable. Call this if you have lost the associated GPU context, and thus internal texture,
+     * buffer, etc. references/IDs are now invalid. Calling this ensures that the destructors of the
+     * GrContext and any of its created resource objects will not make backend 3D API calls. Content
+     * rendered but not previously flushed may be lost. After this function is called all subsequent
+     * calls on the GrContext will fail or be no-ops.
+     *
+     * The typical use case for this function is that the underlying 3D context was lost and further
+     * API calls may crash.
+     *
+     * For Vulkan, even if the device becomes lost, the VkQueue, VkDevice, or VkInstance used to
+     * create the GrContext must be kept alive even after abandoning the context. Those objects must
+     * live for the lifetime of the GrContext object itself. The reason for this is so that
+     * we can continue to delete any outstanding GrBackendTextures/RenderTargets which must be
+     * cleaned up even in a device lost state.
+     */
+    void abandonContext() override;
+
+    /**
+     * Returns true if the context was abandoned or if the if the backend specific context has
+     * gotten into an unrecoverarble, lost state (e.g. in Vulkan backend if we've gotten a
+     * VK_ERROR_DEVICE_LOST). If the backend context is lost, this call will also abandon the
+     * GrContext.
+     */
+    bool abandoned() override;
+
+    /**
+     * Checks if the underlying 3D API reported an out-of-memory error. If this returns true it is
+     * reset and will return false until another out-of-memory error is reported by the 3D API. If
+     * the context is abandoned then this will report false.
+     *
+     * Currently this is implemented for:
+     *
+     * OpenGL [ES] - Note that client calls to glGetError() may swallow GL_OUT_OF_MEMORY errors and
+     * therefore hide the error from Skia. Also, it is not advised to use this in combination with
+     * enabling GrContextOptions::fSkipGLErrorChecks. That option may prevent GrContext from ever
+     * checking the GL context for OOM.
+     *
+     * Vulkan - Reports true if VK_ERROR_OUT_OF_HOST_MEMORY or VK_ERROR_OUT_OF_DEVICE_MEMORY has
+     * occurred.
+     */
+    bool oomed();
+
+    /**
+     * This is similar to abandonContext() however the underlying 3D context is not yet lost and
+     * the GrContext will cleanup all allocated resources before returning. After returning it will
+     * assume that the underlying context may no longer be valid.
+     *
+     * The typical use case for this function is that the client is going to destroy the 3D context
+     * but can't guarantee that GrContext will be destroyed first (perhaps because it may be ref'ed
+     * elsewhere by either the client or Skia objects).
+     *
+     * For Vulkan, even if the device becomes lost, the VkQueue, VkDevice, or VkInstance used to
+     * create the GrContext must be alive before calling releaseResourcesAndAbandonContext.
+     */
+    virtual void releaseResourcesAndAbandonContext();
+
+    ///////////////////////////////////////////////////////////////////////////
+    // Resource Cache
+
+    /** DEPRECATED
+     *  Return the current GPU resource cache limits.
+     *
+     *  @param maxResources If non-null, will be set to -1.
+     *  @param maxResourceBytes If non-null, returns maximum number of bytes of
+     *                          video memory that can be held in the cache.
+     */
+    void getResourceCacheLimits(int* maxResources, size_t* maxResourceBytes) const;
+
+    /**
+     *  Return the current GPU resource cache limit in bytes.
+     */
+    size_t getResourceCacheLimit() const;
+
+    /**
+     *  Gets the current GPU resource cache usage.
+     *
+     *  @param resourceCount If non-null, returns the number of resources that are held in the
+     *                       cache.
+     *  @param maxResourceBytes If non-null, returns the total number of bytes of video memory held
+     *                          in the cache.
+     */
+    void getResourceCacheUsage(int* resourceCount, size_t* resourceBytes) const;
+
+    /**
+     *  Gets the number of bytes in the cache consumed by purgeable (e.g. unlocked) resources.
+     */
+    size_t getResourceCachePurgeableBytes() const;
+
+    /** DEPRECATED
+     *  Specify the GPU resource cache limits. If the current cache exceeds the maxResourceBytes
+     *  limit, it will be purged (LRU) to keep the cache within the limit.
+     *
+     *  @param maxResources Unused.
+     *  @param maxResourceBytes The maximum number of bytes of video memory
+     *                          that can be held in the cache.
+     */
+    void setResourceCacheLimits(int maxResources, size_t maxResourceBytes);
+
+    /**
+     *  Specify the GPU resource cache limit. If the cache currently exceeds this limit,
+     *  it will be purged (LRU) to keep the cache within the limit.
+     *
+     *  @param maxResourceBytes The maximum number of bytes of video memory
+     *                          that can be held in the cache.
+     */
+    void setResourceCacheLimit(size_t maxResourceBytes);
+
+    /**
+     * Frees GPU created by the context. Can be called to reduce GPU memory
+     * pressure.
+     */
+    virtual void freeGpuResources();
+
+    /**
+     * Purge GPU resources that haven't been used in the past 'msNotUsed' milliseconds or are
+     * otherwise marked for deletion, regardless of whether the context is under budget.
+     */
+    void performDeferredCleanup(std::chrono::milliseconds msNotUsed);
+
+    // Temporary compatibility API for Android.
+    void purgeResourcesNotUsedInMs(std::chrono::milliseconds msNotUsed) {
+        this->performDeferredCleanup(msNotUsed);
+    }
+
+    /**
+     * Purge unlocked resources from the cache until the the provided byte count has been reached
+     * or we have purged all unlocked resources. The default policy is to purge in LRU order, but
+     * can be overridden to prefer purging scratch resources (in LRU order) prior to purging other
+     * resource types.
+     *
+     * @param maxBytesToPurge the desired number of bytes to be purged.
+     * @param preferScratchResources If true scratch resources will be purged prior to other
+     *                               resource types.
+     */
+    void purgeUnlockedResources(size_t bytesToPurge, bool preferScratchResources);
+
+    /**
+     * This entry point is intended for instances where an app has been backgrounded or
+     * suspended.
+     * If 'scratchResourcesOnly' is true all unlocked scratch resources will be purged but the
+     * unlocked resources with persistent data will remain. If 'scratchResourcesOnly' is false
+     * then all unlocked resources will be purged.
+     * In either case, after the unlocked resources are purged a separate pass will be made to
+     * ensure that resource usage is under budget (i.e., even if 'scratchResourcesOnly' is true
+     * some resources with persistent data may be purged to be under budget).
+     *
+     * @param scratchResourcesOnly   If true only unlocked scratch resources will be purged prior
+     *                               enforcing the budget requirements.
+     */
+    void purgeUnlockedResources(bool scratchResourcesOnly);
+
+    /**
+     * Gets the maximum supported texture size.
+     */
+    using GrRecordingContext::maxTextureSize;
+
+    /**
+     * Gets the maximum supported render target size.
+     */
+    using GrRecordingContext::maxRenderTargetSize;
+
+    /**
+     * Can a SkImage be created with the given color type.
+     */
+    using GrRecordingContext::colorTypeSupportedAsImage;
+
+    /**
+     * Can a SkSurface be created with the given color type. To check whether MSAA is supported
+     * use maxSurfaceSampleCountForColorType().
+     */
+    using GrRecordingContext::colorTypeSupportedAsSurface;
+
+    /**
+     * Gets the maximum supported sample count for a color type. 1 is returned if only non-MSAA
+     * rendering is supported for the color type. 0 is returned if rendering to this color type
+     * is not supported at all.
+     */
+    using GrRecordingContext::maxSurfaceSampleCountForColorType;
+
+    ///////////////////////////////////////////////////////////////////////////
+    // Misc.
+
+    /**
+     * Inserts a list of GPU semaphores that the current GPU-backed API must wait on before
+     * executing any more commands on the GPU. If this call returns false, then the GPU back-end
+     * will not wait on any passed in semaphores, and the client will still own the semaphores,
+     * regardless of the value of deleteSemaphoresAfterWait.
+     *
+     * If deleteSemaphoresAfterWait is false then Skia will not delete the semaphores. In this case
+     * it is the client's responsibility to not destroy or attempt to reuse the semaphores until it
+     * knows that Skia has finished waiting on them. This can be done by using finishedProcs on
+     * flush calls.
+     */
+    bool wait(int numSemaphores, const GrBackendSemaphore* waitSemaphores,
+              bool deleteSemaphoresAfterWait = true);
+
+    /**
+     * Call to ensure all drawing to the context has been flushed and submitted to the underlying 3D
+     * API. This is equivalent to calling GrContext::flush with a default GrFlushInfo followed by
+     * GrContext::submit.
+     */
+    void flushAndSubmit() {
+        this->flush(GrFlushInfo());
+        this->submit();
+    }
+
+    /**
+     * Call to ensure all drawing to the context has been flushed to underlying 3D API specific
+     * objects. A call to GrContext::submit is always required to ensure work is actually sent to
+     * the gpu. Some specific API details:
+     *     GL: Commands are actually sent to the driver, but glFlush is never called. Thus some
+     *         sync objects from the flush will not be valid until a submission occurs.
+     *
+     *     Vulkan/Metal/D3D/Dawn: Commands are recorded to the backend APIs corresponding command
+     *         buffer or encoder objects. However, these objects are not sent to the gpu until a
+     *         submission occurs.
+     *
+     * If the return is GrSemaphoresSubmitted::kYes, only initialized GrBackendSemaphores will be
+     * submitted to the gpu during the next submit call (it is possible Skia failed to create a
+     * subset of the semaphores). The client should not wait on these semaphores until after submit
+     * has been called, and must keep them alive until then. If this call returns
+     * GrSemaphoresSubmitted::kNo, the GPU backend will not submit any semaphores to be signaled on
+     * the GPU. Thus the client should not have the GPU wait on any of the semaphores passed in with
+     * the GrFlushInfo. Regardless of whether semaphores were submitted to the GPU or not, the
+     * client is still responsible for deleting any initialized semaphores.
+     * Regardleess of semaphore submission the context will still be flushed. It should be
+     * emphasized that a return value of GrSemaphoresSubmitted::kNo does not mean the flush did not
+     * happen. It simply means there were no semaphores submitted to the GPU. A caller should only
+     * take this as a failure if they passed in semaphores to be submitted.
+     */
+    GrSemaphoresSubmitted flush(const GrFlushInfo& info);
+
+    void flush() { this->flush({}); }
+
+    /**
+     * Submit outstanding work to the gpu from all previously un-submitted flushes. The return
+     * value of the submit will indicate whether or not the submission to the GPU was successful.
+     *
+     * If the call returns true, all previously passed in semaphores in flush calls will have been
+     * submitted to the GPU and they can safely be waited on. The caller should wait on those
+     * semaphores or perform some other global synchronization before deleting the semaphores.
+     *
+     * If it returns false, then those same semaphores will not have been submitted and we will not
+     * try to submit them again. The caller is free to delete the semaphores at any time.
+     *
+     * If the syncCpu flag is true this function will return once the gpu has finished with all
+     * submitted work.
+     */
+    bool submit(bool syncCpu = false);
+
+    /**
+     * Checks whether any asynchronous work is complete and if so calls related callbacks.
+     */
+    void checkAsyncWorkCompletion();
+
+    // Provides access to functions that aren't part of the public API.
+    GrContextPriv priv();
+    const GrContextPriv priv() const;  // NOLINT(readability-const-return-type)
+
+    /** Enumerates all cached GPU resources and dumps their memory to traceMemoryDump. */
+    // Chrome is using this!
+    void dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const;
+
+    bool supportsDistanceFieldText() const;
+
+    void storeVkPipelineCacheData();
+
+    // Returns the gpu memory size of the the texture that backs the passed in SkImage. Returns 0 if
+    // the SkImage is not texture backed. For external format textures this will also return 0 as we
+    // cannot determine the correct size.
+    static size_t ComputeImageSize(sk_sp<SkImage> image, GrMipmapped, bool useNextPow2 = false);
+
+    /**
+     * Retrieve the default GrBackendFormat for a given SkColorType and renderability.
+     * It is guaranteed that this backend format will be the one used by the following
+     * SkColorType and SkSurfaceCharacterization-based createBackendTexture methods.
+     *
+     * The caller should check that the returned format is valid.
+     */
+    GrBackendFormat defaultBackendFormat(SkColorType ct, GrRenderable renderable) const {
+        return INHERITED::defaultBackendFormat(ct, renderable);
+    }
+
+   /**
+    * The explicitly allocated backend texture API allows clients to use Skia to create backend
+    * objects outside of Skia proper (i.e., Skia's caching system will not know about them.)
+    *
+    * It is the client's responsibility to delete all these objects (using deleteBackendTexture)
+    * before deleting the GrContext used to create them. If the backend is Vulkan, the textures must
+    * be deleted before abandoning the GrContext as well. Additionally, clients should only delete
+    * these objects on the thread for which that GrContext is active.
+    *
+    * The client is responsible for ensuring synchronization between different uses
+    * of the backend object (i.e., wrapping it in a surface, rendering to it, deleting the
+    * surface, rewrapping it in a image and drawing the image will require explicit
+    * sychronization on the client's part).
+    */
+
+    /**
+     * If possible, create an uninitialized backend texture. The client should ensure that the
+     * returned backend texture is valid.
+     * For the Vulkan backend the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_UNDEFINED.
+     */
+    GrBackendTexture createBackendTexture(int width, int height,
+                                          const GrBackendFormat&,
+                                          GrMipmapped,
+                                          GrRenderable,
+                                          GrProtected = GrProtected::kNo);
+
+    /**
+     * If possible, create an uninitialized backend texture. The client should ensure that the
+     * returned backend texture is valid.
+     * If successful, the created backend texture will be compatible with the provided
+     * SkColorType.
+     * For the Vulkan backend the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_UNDEFINED.
+     */
+    GrBackendTexture createBackendTexture(int width, int height,
+                                          SkColorType,
+                                          GrMipmapped,
+                                          GrRenderable,
+                                          GrProtected = GrProtected::kNo);
+
+    /**
+     * If possible, create a backend texture initialized to a particular color. The client should
+     * ensure that the returned backend texture is valid. The client can pass in a finishedProc
+     * to be notified when the data has been uploaded by the gpu and the texture can be deleted. The
+     * client is required to call GrContext::submit to send the upload work to the gpu. The
+     * finishedProc will always get called even if we failed to create the GrBackendTexture.
+     * For the Vulkan backend the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
+     */
+    GrBackendTexture createBackendTexture(int width, int height,
+                                          const GrBackendFormat&,
+                                          const SkColor4f& color,
+                                          GrMipmapped,
+                                          GrRenderable,
+                                          GrProtected = GrProtected::kNo,
+                                          GrGpuFinishedProc finishedProc = nullptr,
+                                          GrGpuFinishedContext finishedContext = nullptr);
+
+    /**
+     * If possible, create a backend texture initialized to a particular color. The client should
+     * ensure that the returned backend texture is valid. The client can pass in a finishedProc
+     * to be notified when the data has been uploaded by the gpu and the texture can be deleted. The
+     * client is required to call GrContext::submit to send the upload work to the gpu. The
+     * finishedProc will always get called even if we failed to create the GrBackendTexture.
+     * If successful, the created backend texture will be compatible with the provided
+     * SkColorType.
+     * For the Vulkan backend the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
+     */
+    GrBackendTexture createBackendTexture(int width, int height,
+                                          SkColorType,
+                                          const SkColor4f& color,
+                                          GrMipmapped,
+                                          GrRenderable,
+                                          GrProtected = GrProtected::kNo,
+                                          GrGpuFinishedProc finishedProc = nullptr,
+                                          GrGpuFinishedContext finishedContext = nullptr);
+
+    /**
+     * If possible, create a backend texture initialized with the provided pixmap data. The client
+     * should ensure that the returned backend texture is valid. The client can pass in a
+     * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
+     * deleted. The client is required to call GrContext::submit to send the upload work to the gpu.
+     * The finishedProc will always get called even if we failed to create the GrBackendTexture.
+     * If successful, the created backend texture will be compatible with the provided
+     * pixmap(s). Compatible, in this case, means that the backend format will be the result
+     * of calling defaultBackendFormat on the base pixmap's colortype. The src data can be deleted
+     * when this call returns.
+     * If numLevels is 1 a non-mipMapped texture will result. If a mipMapped texture is desired
+     * the data for all the mipmap levels must be provided. In the mipmapped case all the
+     * colortypes of the provided pixmaps must be the same. Additionally, all the miplevels
+     * must be sized correctly (please see SkMipmap::ComputeLevelSize and ComputeLevelCount).
+     * Note: the pixmap's alphatypes and colorspaces are ignored.
+     * For the Vulkan backend the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
+     */
+    GrBackendTexture createBackendTexture(const SkPixmap srcData[], int numLevels,
+                                          GrRenderable, GrProtected,
+                                          GrGpuFinishedProc finishedProc = nullptr,
+                                          GrGpuFinishedContext finishedContext = nullptr);
+
+    // Helper version of above for a single level.
+    GrBackendTexture createBackendTexture(const SkPixmap& srcData,
+                                          GrRenderable renderable,
+                                          GrProtected isProtected,
+                                          GrGpuFinishedProc finishedProc = nullptr,
+                                          GrGpuFinishedContext finishedContext = nullptr) {
+        return this->createBackendTexture(&srcData, 1, renderable, isProtected, finishedProc,
+                                          finishedContext);
+    }
+
+    /**
+     * If possible, updates a backend texture to be filled to a particular color. The client should
+     * check the return value to see if the update was successful. The client can pass in a
+     * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
+     * deleted. The client is required to call GrContext::submit to send the upload work to the gpu.
+     * The finishedProc will always get called even if we failed to update the GrBackendTexture.
+     * For the Vulkan backend after a successful update the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
+     */
+    bool updateBackendTexture(const GrBackendTexture&,
+                              const SkColor4f& color,
+                              GrGpuFinishedProc finishedProc,
+                              GrGpuFinishedContext finishedContext);
+
+    /**
+     * If possible, updates a backend texture to be filled to a particular color. The data in
+     * GrBackendTexture and passed in color is interpreted with respect to the passed in
+     * SkColorType. The client should check the return value to see if the update was successful.
+     * The client can pass in a finishedProc to be notified when the data has been uploaded by the
+     * gpu and the texture can be deleted. The client is required to call GrContext::submit to send
+     * the upload work to the gpu. The finishedProc will always get called even if we failed to
+     * update the GrBackendTexture.
+     * For the Vulkan backend after a successful update the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
+     */
+    bool updateBackendTexture(const GrBackendTexture&,
+                              SkColorType skColorType,
+                              const SkColor4f& color,
+                              GrGpuFinishedProc finishedProc,
+                              GrGpuFinishedContext finishedContext);
+
+    /**
+     * If possible, updates a backend texture filled with the provided pixmap data. The client
+     * should check the return value to see if the update was successful. The client can pass in a
+     * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
+     * deleted. The client is required to call GrContext::submit to send the upload work to the gpu.
+     * The finishedProc will always get called even if we failed to create the GrBackendTexture.
+     * The backend texture must be compatible with the provided pixmap(s). Compatible, in this case,
+     * means that the backend format is compatible with the base pixmap's colortype. The src data
+     * can be deleted when this call returns.
+     * If the backend texture is mip mapped, the data for all the mipmap levels must be provided.
+     * In the mipmapped case all the colortypes of the provided pixmaps must be the same.
+     * Additionally, all the miplevels must be sized correctly (please see
+     * SkMipmap::ComputeLevelSize and ComputeLevelCount).
+     * Note: the pixmap's alphatypes and colorspaces are ignored.
+     * For the Vulkan backend after a successful update the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
+     */
+    bool updateBackendTexture(const GrBackendTexture&,
+                              const SkPixmap srcData[],
+                              int numLevels,
+                              GrGpuFinishedProc finishedProc,
+                              GrGpuFinishedContext finishedContext);
+
+    /**
+     * Retrieve the GrBackendFormat for a given SkImage::CompressionType. This is
+     * guaranteed to match the backend format used by the following
+     * createCompressedsBackendTexture methods that take a CompressionType.
+     * The caller should check that the returned format is valid.
+     */
+    GrBackendFormat compressedBackendFormat(SkImage::CompressionType compression) const {
+        return INHERITED::compressedBackendFormat(compression);
+    }
+
+    /**
+     *If possible, create a compressed backend texture initialized to a particular color. The
+     * client should ensure that the returned backend texture is valid. The client can pass in a
+     * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
+     * deleted. The client is required to call GrContext::submit to send the upload work to the gpu.
+     * The finishedProc will always get called even if we failed to create the GrBackendTexture.
+     * For the Vulkan backend the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
+     */
+    GrBackendTexture createCompressedBackendTexture(int width, int height,
+                                                    const GrBackendFormat&,
+                                                    const SkColor4f& color,
+                                                    GrMipmapped,
+                                                    GrProtected = GrProtected::kNo,
+                                                    GrGpuFinishedProc finishedProc = nullptr,
+                                                    GrGpuFinishedContext finishedContext = nullptr);
+
+    GrBackendTexture createCompressedBackendTexture(int width, int height,
+                                                    SkImage::CompressionType,
+                                                    const SkColor4f& color,
+                                                    GrMipmapped,
+                                                    GrProtected = GrProtected::kNo,
+                                                    GrGpuFinishedProc finishedProc = nullptr,
+                                                    GrGpuFinishedContext finishedContext = nullptr);
+
+    /**
+     * If possible, create a backend texture initialized with the provided raw data. The client
+     * should ensure that the returned backend texture is valid. The client can pass in a
+     * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
+     * deleted. The client is required to call GrContext::submit to send the upload work to the gpu.
+     * The finishedProc will always get called even if we failed to create the GrBackendTexture
+     * If numLevels is 1 a non-mipMapped texture will result. If a mipMapped texture is desired
+     * the data for all the mipmap levels must be provided. Additionally, all the miplevels
+     * must be sized correctly (please see SkMipmap::ComputeLevelSize and ComputeLevelCount).
+     * For the Vulkan backend the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
+     */
+    GrBackendTexture createCompressedBackendTexture(int width, int height,
+                                                    const GrBackendFormat&,
+                                                    const void* data, size_t dataSize,
+                                                    GrMipmapped,
+                                                    GrProtected = GrProtected::kNo,
+                                                    GrGpuFinishedProc finishedProc = nullptr,
+                                                    GrGpuFinishedContext finishedContext = nullptr);
+
+    GrBackendTexture createCompressedBackendTexture(int width, int height,
+                                                    SkImage::CompressionType,
+                                                    const void* data, size_t dataSize,
+                                                    GrMipmapped,
+                                                    GrProtected = GrProtected::kNo,
+                                                    GrGpuFinishedProc finishedProc = nullptr,
+                                                    GrGpuFinishedContext finishedContext = nullptr);
+
+    /**
+     * If possible, updates a backend texture filled with the provided color. If the texture is
+     * mipmapped, all levels of the mip chain will be updated to have the supplied color. The client
+     * should check the return value to see if the update was successful. The client can pass in a
+     * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
+     * deleted. The client is required to call GrContext::submit to send the upload work to the gpu.
+     * The finishedProc will always get called even if we failed to create the GrBackendTexture.
+     * For the Vulkan backend after a successful update the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
+     */
+    bool updateCompressedBackendTexture(const GrBackendTexture&,
+                                        const SkColor4f& color,
+                                        GrGpuFinishedProc finishedProc,
+                                        GrGpuFinishedContext finishedContext);
+
+    /**
+     * If possible, updates a backend texture filled with the provided raw data. The client
+     * should check the return value to see if the update was successful. The client can pass in a
+     * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be
+     * deleted. The client is required to call GrContext::submit to send the upload work to the gpu.
+     * The finishedProc will always get called even if we failed to create the GrBackendTexture.
+     * If a mipMapped texture is passed in, the data for all the mipmap levels must be provided.
+     * Additionally, all the miplevels must be sized correctly (please see
+     * SkMipMap::ComputeLevelSize and ComputeLevelCount).
+     * For the Vulkan backend after a successful update the layout of the created VkImage will be:
+     *      VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
+     */
+    bool updateCompressedBackendTexture(const GrBackendTexture&,
+                                        const void* data,
+                                        size_t dataSize,
+                                        GrGpuFinishedProc finishedProc,
+                                        GrGpuFinishedContext finishedContext);
+
+    /**
+     * Updates the state of the GrBackendTexture/RenderTarget to have the passed in
+     * GrBackendSurfaceMutableState. All objects that wrap the backend surface (i.e. SkSurfaces and
+     * SkImages) will also be aware of this state change. This call does not submit the state change
+     * to the gpu, but requires the client to call GrContext::submit to send it to the GPU. The work
+     * for this call is ordered linearly with all other calls that require GrContext::submit to be
+     * called (e.g updateBackendTexture and flush). If finishedProc is not null then it will be
+     * called with finishedContext after the state transition is known to have occurred on the GPU.
+     *
+     * See GrBackendSurfaceMutableState to see what state can be set via this call.
+     *
+     * If the backend API is Vulkan, the caller can set the GrBackendSurfaceMutableState's
+     * VkImageLayout to VK_IMAGE_LAYOUT_UNDEFINED or queueFamilyIndex to VK_QUEUE_FAMILY_IGNORED to
+     * tell Skia to not change those respective states.
+     *
+     * If previousState is not null and this returns true, then Skia will have filled in
+     * previousState to have the values of the state before this call.
+     */
+    bool setBackendTextureState(const GrBackendTexture&,
+                                const GrBackendSurfaceMutableState&,
+                                GrBackendSurfaceMutableState* previousState = nullptr,
+                                GrGpuFinishedProc finishedProc = nullptr,
+                                GrGpuFinishedContext finishedContext = nullptr);
+    bool setBackendRenderTargetState(const GrBackendRenderTarget&,
+                                     const GrBackendSurfaceMutableState&,
+                                     GrBackendSurfaceMutableState* previousState = nullptr,
+                                     GrGpuFinishedProc finishedProc = nullptr,
+                                     GrGpuFinishedContext finishedContext = nullptr);
+
+    void deleteBackendTexture(GrBackendTexture);
+
+    // This interface allows clients to pre-compile shaders and populate the runtime program cache.
+    // The key and data blobs should be the ones passed to the PersistentCache, in SkSL format.
+    //
+    // Steps to use this API:
+    //
+    // 1) Create a GrContext as normal, but set fPersistentCache on GrContextOptions to something
+    //    that will save the cached shader blobs. Set fShaderCacheStrategy to kSkSL. This will
+    //    ensure that the blobs are SkSL, and are suitable for pre-compilation.
+    // 2) Run your application, and save all of the key/data pairs that are fed to the cache.
+    //
+    // 3) Switch over to shipping your application. Include the key/data pairs from above.
+    // 4) At startup (or any convenient time), call precompileShader for each key/data pair.
+    //    This will compile the SkSL to create a GL program, and populate the runtime cache.
+    //
+    // This is only guaranteed to work if the context/device used in step #2 are created in the
+    // same way as the one used in step #4, and the same GrContextOptions are specified.
+    // Using cached shader blobs on a different device or driver are undefined.
+    bool precompileShader(const SkData& key, const SkData& data);
+
+#ifdef SK_ENABLE_DUMP_GPU
+    /** Returns a string with detailed information about the context & GPU, in JSON format. */
+    SkString dump() const;
+#endif
+
+protected:
+    GrContext(sk_sp<GrContextThreadSafeProxy>);
+
+    bool init() override;
+
+    virtual GrAtlasManager* onGetAtlasManager() = 0;
+    virtual GrSmallPathAtlasMgr* onGetSmallPathAtlasMgr() = 0;
+
+private:
+    friend class GrDirectContext; // for access to fGpu
+
+    // fTaskGroup must appear before anything that uses it (e.g. fGpu), so that it is destroyed
+    // after all of its users. Clients of fTaskGroup will generally want to ensure that they call
+    // wait() on it as they are being destroyed, to avoid the possibility of pending tasks being
+    // invoked after objects they depend upon have already been destroyed.
+    std::unique_ptr<SkTaskGroup>            fTaskGroup;
+    std::unique_ptr<GrStrikeCache>          fStrikeCache;
+    sk_sp<GrGpu>                            fGpu;
+    GrResourceCache*                        fResourceCache;
+    GrResourceProvider*                     fResourceProvider;
+
+    bool                                    fDidTestPMConversions;
+    // true if the PM/UPM conversion succeeded; false otherwise
+    bool                                    fPMUPMConversionsRoundTrip;
+
+    GrContextOptions::PersistentCache*      fPersistentCache;
+    GrContextOptions::ShaderErrorHandler*   fShaderErrorHandler;
+
+    std::unique_ptr<GrClientMappedBufferManager> fMappedBufferManager;
+
+    // TODO: have the GrClipStackClip use renderTargetContexts and rm this friending
+    friend class GrContextPriv;
+
+    using INHERITED = GrRecordingContext;
+};
+
+#endif
diff --git a/include/gpu/GrDirectContext.h b/include/gpu/GrDirectContext.h
index ccaa2fc..a37bf0b 100644
--- a/include/gpu/GrDirectContext.h
+++ b/include/gpu/GrDirectContext.h
@@ -8,7 +8,7 @@
 #ifndef GrDirectContext_DEFINED
 #define GrDirectContext_DEFINED
 
-#include "include/private/GrContext.h"
+#include "include/gpu/GrContext.h"
 
 class GrAtlasManager;
 class GrSmallPathAtlasMgr;