/* * 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 "SkMatrix.h" #include "SkPathEffect.h" #include "SkTypes.h" #include "../private/GrRecordingContext.h" #include "GrContextOptions.h" // We shouldn't need this but currently Android is relying on this being include transitively. #include "SkUnPreMultiply.h" class GrAtlasManager; class GrBackendFormat; class GrBackendSemaphore; class GrCaps; class GrContextPriv; class GrContextThreadSafeProxy; class GrFragmentProcessor; struct GrGLInterface; class GrGpu; struct GrMockOptions; class GrPath; class GrRenderTargetContext; class GrResourceCache; class GrResourceProvider; class GrSamplerState; class GrSkSLFPFactoryCache; class GrSurfaceProxy; class GrSwizzle; class GrTextContext; class GrTextureProxy; struct GrVkBackendContext; class SkImage; class SkSurfaceProps; class SkTaskGroup; class SkTraceMemoryDump; class SK_API GrContext : public GrRecordingContext { public: /** * 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 MakeGL(sk_sp, const GrContextOptions&); static sk_sp MakeGL(sk_sp); static sk_sp MakeGL(const GrContextOptions&); static sk_sp MakeGL(); static sk_sp MakeVulkan(const GrVkBackendContext&, const GrContextOptions&); static sk_sp MakeVulkan(const GrVkBackendContext&); #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 MakeMetal(void* device, void* queue, const GrContextOptions& options); static sk_sp MakeMetal(void* device, void* queue); #endif static sk_sp MakeMock(const GrMockOptions*, const GrContextOptions&); static sk_sp MakeMock(const GrMockOptions*); ~GrContext() override; sk_sp 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. */ void abandonContext() override; /** * Returns true if the context was abandoned. */ using GrImageContext::abandoned; /** * 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). */ virtual void releaseResourcesAndAbandonContext(); /////////////////////////////////////////////////////////////////////////// // Resource Cache /** * Return the current GPU resource cache limits. * * @param maxResources If non-null, returns maximum number of resources that * can be held in the cache. * @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; /** * 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; /** * Specify the GPU resource cache limits. If the current cache exceeds either * of these, it will be purged (LRU) to keep the cache within these limits. * * @param maxResources The maximum number of resources that can be held in * the cache. * @param maxResourceBytes The maximum number of bytes of video memory * that can be held in the cache. */ void setResourceCacheLimits(int maxResources, 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. */ int maxTextureSize() const; /** * Gets the maximum supported render target size. */ int maxRenderTargetSize() const; /** * Can a SkImage be created with the given color type. */ bool colorTypeSupportedAsImage(SkColorType) const; /** * Can a SkSurface be created with the given color type. To check whether MSAA is supported * use maxSurfaceSampleCountForColorType(). */ bool colorTypeSupportedAsSurface(SkColorType colorType) const { return this->maxSurfaceSampleCountForColorType(colorType) > 0; } /** * 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. */ int maxSurfaceSampleCountForColorType(SkColorType) const; /////////////////////////////////////////////////////////////////////////// // Misc. /** * Call to ensure all drawing to the context has been issued to the underlying 3D API. */ void flush(); /** * Call to ensure all drawing to the context has been issued to the underlying 3D API. After * issuing all commands, numSemaphore semaphores will be signaled by the gpu. The client passes * in an array of numSemaphores GrBackendSemaphores. In general these GrBackendSemaphore's can * be either initialized or not. If they are initialized, the backend uses the passed in * semaphore. If it is not initialized, a new semaphore is created and the GrBackendSemaphore * object is initialized with that semaphore. * * The client will own and be responsible for deleting the underlying semaphores that are stored * and returned in initialized GrBackendSemaphore objects. The GrBackendSemaphore objects * themselves can be deleted as soon as this function returns. * * If the backend API is OpenGL only uninitialized GrBackendSemaphores are supported. * If the backend API is Vulkan either initialized or unitialized semaphores are supported. * If unitialized, the semaphores which are created will be valid for use only with the VkDevice * with which they were created. * * If this call returns GrSemaphoresSubmited::kNo, the GPU backend will not have created or * added any semaphores to signal on the GPU. Thus the client should not have the GPU wait on * any of the semaphores. However, any pending commands to the context will still be flushed. */ GrSemaphoresSubmitted flushAndSignalSemaphores(int numSemaphores, GrBackendSemaphore signalSemaphores[]); // Provides access to functions that aren't part of the public API. GrContextPriv priv(); const GrContextPriv priv() const; /** 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(); protected: GrContext(GrBackendApi, const GrContextOptions&, int32_t contextID = SK_InvalidGenID); bool init(sk_sp, sk_sp) override; GrContext* asDirectContext() override { return this; } virtual GrAtlasManager* onGetAtlasManager() = 0; sk_sp fThreadSafeProxy; private: // 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 fTaskGroup; sk_sp fGpu; GrResourceCache* fResourceCache; GrResourceProvider* fResourceProvider; bool fDidTestPMConversions; // true if the PM/UPM conversion succeeded; false otherwise bool fPMUPMConversionsRoundTrip; GrContextOptions::PersistentCache* fPersistentCache; // TODO: have the GrClipStackClip use renderTargetContexts and rm this friending friend class GrContextPriv; /** * These functions create premul <-> unpremul effects, using the specialized round-trip effects * from GrConfigConversionEffect. */ std::unique_ptr createPMToUPMEffect(std::unique_ptr); std::unique_ptr createUPMToPMEffect(std::unique_ptr); /** * Returns true if createPMToUPMEffect and createUPMToPMEffect will succeed. In other words, * did we find a pair of round-trip preserving conversion effects? */ bool validPMUPMConversionExists(); typedef GrRecordingContext INHERITED; }; #endif