skia2/include/gpu/GrDirectContext.h

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/*
* Copyright 2020 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrDirectContext_DEFINED
#define GrDirectContext_DEFINED
Reland "Reland "Take GrContext private, GrDDLContext inherit from GrRecordingContext"" This reverts commit cf43fc676856c4db0122ff3bcb49d90b0e7b1115. Reason for revert: Fixed g3 Original change's description: > 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> TBR=bsalomon@google.com,robertphillips@google.com,adlai@google.com Change-Id: I4f01291f4b3bfbb8fd7dd8cf2bf8415430c3392e Docs-Preview: https://skia.org/?cl=322437 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/322437 Reviewed-by: Adlai Holler <adlai@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Adlai Holler <adlai@google.com> Auto-Submit: Adlai Holler <adlai@google.com>
2020-10-06 18:04:35 +00:00
#include "include/private/GrContext.h"
class GrAtlasManager;
class GrSmallPathAtlasMgr;
class SK_API GrDirectContext : public GrContext {
public:
#ifdef SK_GL
/**
* Creates a GrDirectContext for a backend context. If no GrGLInterface is provided then the
* result of GrGLMakeNativeInterface() is used if it succeeds.
*/
static sk_sp<GrDirectContext> MakeGL(sk_sp<const GrGLInterface>, const GrContextOptions&);
static sk_sp<GrDirectContext> MakeGL(sk_sp<const GrGLInterface>);
static sk_sp<GrDirectContext> MakeGL(const GrContextOptions&);
static sk_sp<GrDirectContext> MakeGL();
#endif
#ifdef SK_VULKAN
/**
* The Vulkan context (VkQueue, VkDevice, VkInstance) must be kept alive until the returned
* GrDirectContext is destroyed. This also means that any objects created with this
* GrDirectContext (e.g. SkSurfaces, SkImages, etc.) must also be released as they may hold
* refs on the GrDirectContext. Once all these objects and the GrDirectContext are released,
* then it is safe to delete the vulkan objects.
*/
static sk_sp<GrDirectContext> MakeVulkan(const GrVkBackendContext&, const GrContextOptions&);
static sk_sp<GrDirectContext> MakeVulkan(const GrVkBackendContext&);
#endif
#ifdef SK_METAL
/**
* Makes a GrDirectContext 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 GrDirectContext is destroyed.
*/
static sk_sp<GrDirectContext> MakeMetal(void* device, void* queue, const GrContextOptions&);
static sk_sp<GrDirectContext> MakeMetal(void* device, void* queue);
#endif
#ifdef SK_DIRECT3D
/**
* Makes a GrDirectContext which uses Direct3D as the backend. The Direct3D context
* must be kept alive until the returned GrDirectContext is first destroyed or abandoned.
*/
static sk_sp<GrDirectContext> MakeDirect3D(const GrD3DBackendContext&, const GrContextOptions&);
static sk_sp<GrDirectContext> MakeDirect3D(const GrD3DBackendContext&);
#endif
#ifdef SK_DAWN
static sk_sp<GrDirectContext> MakeDawn(const wgpu::Device&,
const GrContextOptions&);
static sk_sp<GrDirectContext> MakeDawn(const wgpu::Device&);
#endif
static sk_sp<GrDirectContext> MakeMock(const GrMockOptions*, const GrContextOptions&);
static sk_sp<GrDirectContext> MakeMock(const GrMockOptions*);
~GrDirectContext() override;
/**
* The context 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 dependent 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 context has modified the bound texture will have texture id 0 bound. This does not
* flush the context. 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 context
* subsequently modifies them (meaning if this is called twice in a row with no intervening
* context 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 context must be kept alive even after abandoning the context. Those objects must
* live for the lifetime of the context 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;
// TODO: Remove this from public after migrating Chrome.
sk_sp<GrContextThreadSafeProxy> threadSafeProxy();
/**
* 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 the context 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 context 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 context 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 context must be alive before calling releaseResourcesAndAbandonContext.
*/
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.
*/
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(syncCpu).
*/
void flushAndSubmit(bool syncCpu = false) {
this->flush(GrFlushInfo());
this->submit(syncCpu);
}
/**
* Call to ensure all drawing to the context has been flushed to underlying 3D API specific
* objects. A call to `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();
/** 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);
}
protected:
GrDirectContext(GrBackendApi backend, const GrContextOptions& options);
bool init() override;
GrAtlasManager* onGetAtlasManager() override { return fAtlasManager.get(); }
GrSmallPathAtlasMgr* onGetSmallPathAtlasMgr() override;
GrDirectContext* asDirectContext() override { return this; }
private:
std::unique_ptr<GrAtlasManager> fAtlasManager;
std::unique_ptr<GrSmallPathAtlasMgr> fSmallPathAtlasMgr;
using INHERITED = GrContext;
};
#endif