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>
diff --git a/include/gpu/GrContext.h b/include/gpu/GrContext.h
deleted file mode 100644
index 0a96abc..0000000
--- a/include/gpu/GrContext.h
+++ /dev/null
@@ -1,772 +0,0 @@
-/*
- * 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 a37bf0b..ccaa2fc 100644
--- a/include/gpu/GrDirectContext.h
+++ b/include/gpu/GrDirectContext.h
@@ -8,7 +8,7 @@
 #ifndef GrDirectContext_DEFINED
 #define GrDirectContext_DEFINED
 
-#include "include/gpu/GrContext.h"
+#include "include/private/GrContext.h"
 
 class GrAtlasManager;
 class GrSmallPathAtlasMgr;