5a66efbbab
Philosophically this relies on: https://skia-review.googlesource.com/c/skia/+/111807 (Revise Text & Small Path Atlas so instantiation failure is handled at flush time) Change-Id: I4fdcf1af8c5e9ffefdfb973104045f4f5d223a4e Reviewed-on: https://skia-review.googlesource.com/112702 Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
428 lines
18 KiB
C++
428 lines
18 KiB
C++
/*
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* Copyright 2010 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrContext_DEFINED
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#define GrContext_DEFINED
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#include "GrCaps.h"
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#include "SkMatrix.h"
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#include "SkPathEffect.h"
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#include "SkTypes.h"
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#include "../private/GrAuditTrail.h"
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#include "../private/GrSingleOwner.h"
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#include "GrContextOptions.h"
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class GrAtlasManager;
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class GrBackendFormat;
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class GrBackendSemaphore;
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class GrContextPriv;
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class GrContextThreadSafeProxy;
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class GrDrawingManager;
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struct GrDrawOpAtlasConfig;
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class GrFragmentProcessor;
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struct GrGLInterface;
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class GrGlyphCache;
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class GrGpu;
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class GrIndexBuffer;
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struct GrMockOptions;
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class GrOvalRenderer;
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class GrPath;
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class GrProxyProvider;
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class GrRenderTargetContext;
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class GrResourceEntry;
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class GrResourceCache;
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class GrResourceProvider;
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class GrSamplerState;
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class GrSurfaceProxy;
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class GrSwizzle;
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class GrTextBlobCache;
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class GrTextContext;
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class GrTextureProxy;
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class GrVertexBuffer;
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struct GrVkBackendContext;
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class SkImage;
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class SkSurfaceCharacterization;
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class SkSurfaceProps;
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class SkTaskGroup;
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class SkTraceMemoryDump;
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class SK_API GrContext : public SkRefCnt {
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public:
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/**
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* Creates a GrContext for a backend context.
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*/
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static GrContext* Create(GrBackend, GrBackendContext, const GrContextOptions& options);
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static GrContext* Create(GrBackend, GrBackendContext);
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static sk_sp<GrContext> MakeGL(sk_sp<const GrGLInterface>, const GrContextOptions&);
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static sk_sp<GrContext> MakeGL(sk_sp<const GrGLInterface>);
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// Deprecated
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static sk_sp<GrContext> MakeGL(const GrGLInterface*);
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static sk_sp<GrContext> MakeGL(const GrGLInterface*, const GrContextOptions&);
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#ifdef SK_VULKAN
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static sk_sp<GrContext> MakeVulkan(sk_sp<const GrVkBackendContext>, const GrContextOptions&);
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static sk_sp<GrContext> MakeVulkan(sk_sp<const GrVkBackendContext>);
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#endif
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#ifdef SK_METAL
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/**
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* Makes a GrContext which uses Metal as the backend. The device parameter is an MTLDevice
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* and queue is an MTLCommandQueue which should be used by the backend. These objects must
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* have a ref on them which can be transferred to Ganesh which will release the ref when the
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* GrContext is destroyed.
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*/
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static sk_sp<GrContext> MakeMetal(void* device, void* queue, const GrContextOptions& options);
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static sk_sp<GrContext> MakeMetal(void* device, void* queue);
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#endif
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static sk_sp<GrContext> MakeMock(const GrMockOptions*, const GrContextOptions&);
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static sk_sp<GrContext> MakeMock(const GrMockOptions*);
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virtual ~GrContext();
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sk_sp<GrContextThreadSafeProxy> threadSafeProxy();
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/**
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* The GrContext normally assumes that no outsider is setting state
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* within the underlying 3D API's context/device/whatever. This call informs
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* the context that the state was modified and it should resend. Shouldn't
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* be called frequently for good performance.
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* The flag bits, state, is dpendent on which backend is used by the
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* context, either GL or D3D (possible in future).
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*/
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void resetContext(uint32_t state = kAll_GrBackendState);
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/**
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* Callback function to allow classes to cleanup on GrContext destruction.
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* The 'info' field is filled in with the 'info' passed to addCleanUp.
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*/
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typedef void (*PFCleanUpFunc)(const GrContext* context, void* info);
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/**
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* Add a function to be called from within GrContext's destructor.
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* This gives classes a chance to free resources held on a per context basis.
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* The 'info' parameter will be stored and passed to the callback function.
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*/
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void addCleanUp(PFCleanUpFunc cleanUp, void* info) {
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CleanUpData* entry = fCleanUpData.push();
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entry->fFunc = cleanUp;
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entry->fInfo = info;
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}
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/**
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* Abandons all GPU resources and assumes the underlying backend 3D API context is no longer
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* usable. Call this if you have lost the associated GPU context, and thus internal texture,
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* buffer, etc. references/IDs are now invalid. Calling this ensures that the destructors of the
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* GrContext and any of its created resource objects will not make backend 3D API calls. Content
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* rendered but not previously flushed may be lost. After this function is called all subsequent
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* calls on the GrContext will fail or be no-ops.
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*
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* The typical use case for this function is that the underlying 3D context was lost and further
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* API calls may crash.
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*/
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virtual void abandonContext();
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/**
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* This is similar to abandonContext() however the underlying 3D context is not yet lost and
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* the GrContext will cleanup all allocated resources before returning. After returning it will
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* assume that the underlying context may no longer be valid.
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*
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* The typical use case for this function is that the client is going to destroy the 3D context
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* but can't guarantee that GrContext will be destroyed first (perhaps because it may be ref'ed
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* elsewhere by either the client or Skia objects).
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*/
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virtual void releaseResourcesAndAbandonContext();
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///////////////////////////////////////////////////////////////////////////
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// Resource Cache
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/**
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* Return the current GPU resource cache limits.
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*
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* @param maxResources If non-null, returns maximum number of resources that
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* can be held in the cache.
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* @param maxResourceBytes If non-null, returns maximum number of bytes of
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* video memory that can be held in the cache.
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*/
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void getResourceCacheLimits(int* maxResources, size_t* maxResourceBytes) const;
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/**
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* Gets the current GPU resource cache usage.
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*
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* @param resourceCount If non-null, returns the number of resources that are held in the
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* cache.
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* @param maxResourceBytes If non-null, returns the total number of bytes of video memory held
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* in the cache.
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*/
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void getResourceCacheUsage(int* resourceCount, size_t* resourceBytes) const;
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/**
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* Gets the number of bytes in the cache consumed by purgeable (e.g. unlocked) resources.
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*/
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size_t getResourceCachePurgeableBytes() const;
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/**
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* Specify the GPU resource cache limits. If the current cache exceeds either
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* of these, it will be purged (LRU) to keep the cache within these limits.
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*
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* @param maxResources The maximum number of resources that can be held in
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* the cache.
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* @param maxResourceBytes The maximum number of bytes of video memory
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* that can be held in the cache.
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*/
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void setResourceCacheLimits(int maxResources, size_t maxResourceBytes);
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/**
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* Frees GPU created by the context. Can be called to reduce GPU memory
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* pressure.
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*/
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virtual void freeGpuResources();
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/**
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* Purge GPU resources that haven't been used in the past 'msNotUsed' milliseconds or are
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* otherwise marked for deletion, regardless of whether the context is under budget.
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*/
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void performDeferredCleanup(std::chrono::milliseconds msNotUsed);
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// Temporary compatibility API for Android.
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void purgeResourcesNotUsedInMs(std::chrono::milliseconds msNotUsed) {
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this->performDeferredCleanup(msNotUsed);
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}
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/**
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* Purge unlocked resources from the cache until the the provided byte count has been reached
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* or we have purged all unlocked resources. The default policy is to purge in LRU order, but
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* can be overridden to prefer purging scratch resources (in LRU order) prior to purging other
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* resource types.
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*
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* @param maxBytesToPurge the desired number of bytes to be purged.
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* @param preferScratchResources If true scratch resources will be purged prior to other
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* resource types.
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*/
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void purgeUnlockedResources(size_t bytesToPurge, bool preferScratchResources);
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/** Access the context capabilities */
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const GrCaps* caps() const { return fCaps.get(); }
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/**
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* Can a SkImage be created with the given color type.
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*/
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bool colorTypeSupportedAsImage(SkColorType) const;
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/**
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* Can a SkSurface be created with the given color type. To check whether MSAA is supported
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* use maxSurfaceSampleCountForColorType().
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*/
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bool colorTypeSupportedAsSurface(SkColorType colorType) const {
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return this->maxSurfaceSampleCountForColorType(colorType) > 0;
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}
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/**
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* Gets the maximum supported sample count for a color type. 1 is returned if only non-MSAA
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* rendering is supported for the color type. 0 is returned if rendering to this color type
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* is not supported at all.
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*/
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int maxSurfaceSampleCountForColorType(SkColorType) const;
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///////////////////////////////////////////////////////////////////////////
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// Misc.
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/**
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* Call to ensure all drawing to the context has been issued to the underlying 3D API.
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*/
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void flush();
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/**
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* Call to ensure all drawing to the context has been issued to the underlying 3D API. After
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* issuing all commands, numSemaphore semaphores will be signaled by the gpu. The client passes
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* in an array of numSemaphores GrBackendSemaphores. In general these GrBackendSemaphore's can
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* be either initialized or not. If they are initialized, the backend uses the passed in
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* semaphore. If it is not initialized, a new semaphore is created and the GrBackendSemaphore
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* object is initialized with that semaphore.
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*
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* The client will own and be responsible for deleting the underlying semaphores that are stored
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* and returned in initialized GrBackendSemaphore objects. The GrBackendSemaphore objects
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* themselves can be deleted as soon as this function returns.
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*
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* If the backend API is OpenGL only uninitialized GrBackendSemaphores are supported.
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* If the backend API is Vulkan either initialized or unitialized semaphores are supported.
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* If unitialized, the semaphores which are created will be valid for use only with the VkDevice
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* with which they were created.
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*
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* If this call returns GrSemaphoresSubmited::kNo, the GPU backend will not have created or
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* added any semaphores to signal on the GPU. Thus the client should not have the GPU wait on
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* any of the semaphores. However, any pending commands to the context will still be flushed.
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*/
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GrSemaphoresSubmitted flushAndSignalSemaphores(int numSemaphores,
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GrBackendSemaphore signalSemaphores[]);
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/**
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* An ID associated with this context, guaranteed to be unique.
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*/
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uint32_t uniqueID() { return fUniqueID; }
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// Provides access to functions that aren't part of the public API.
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GrContextPriv contextPriv();
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const GrContextPriv contextPriv() const;
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/** Enumerates all cached GPU resources and dumps their memory to traceMemoryDump. */
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// Chrome is using this!
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void dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const;
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protected:
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GrContext(GrBackend, int32_t id = SK_InvalidGenID);
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bool initCommon(const GrContextOptions&);
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virtual bool init(const GrContextOptions&) = 0; // must be called after the ctor!
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virtual GrAtlasManager* onGetAtlasManager() = 0;
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const GrBackend fBackend;
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sk_sp<const GrCaps> fCaps;
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sk_sp<GrContextThreadSafeProxy> fThreadSafeProxy;
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private:
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sk_sp<GrGpu> fGpu;
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GrResourceCache* fResourceCache;
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GrResourceProvider* fResourceProvider;
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GrProxyProvider* fProxyProvider;
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GrGlyphCache* fGlyphCache;
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std::unique_ptr<GrTextBlobCache> fTextBlobCache;
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bool fDisableGpuYUVConversion;
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bool fSharpenMipmappedTextures;
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bool fDidTestPMConversions;
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// true if the PM/UPM conversion succeeded; false otherwise
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bool fPMUPMConversionsRoundTrip;
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// In debug builds we guard against improper thread handling
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// This guard is passed to the GrDrawingManager and, from there to all the
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// GrRenderTargetContexts. It is also passed to the GrResourceProvider and SkGpuDevice.
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mutable GrSingleOwner fSingleOwner;
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std::unique_ptr<SkTaskGroup> fTaskGroup;
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struct CleanUpData {
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PFCleanUpFunc fFunc;
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void* fInfo;
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};
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SkTDArray<CleanUpData> fCleanUpData;
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const uint32_t fUniqueID;
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std::unique_ptr<GrDrawingManager> fDrawingManager;
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GrAuditTrail fAuditTrail;
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GrContextOptions::PersistentCache* fPersistentCache;
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// TODO: have the GrClipStackClip use renderTargetContexts and rm this friending
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friend class GrContextPriv;
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/**
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* These functions create premul <-> unpremul effects. If the second argument is 'true', they
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* use the specialized round-trip effects from GrConfigConversionEffect, otherwise they
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* create effects that do naive multiply or divide.
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*/
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std::unique_ptr<GrFragmentProcessor> createPMToUPMEffect(std::unique_ptr<GrFragmentProcessor>,
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bool useConfigConversionEffect);
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std::unique_ptr<GrFragmentProcessor> createUPMToPMEffect(std::unique_ptr<GrFragmentProcessor>,
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bool useConfigConversionEffect);
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/**
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* Returns true if createPMtoUPMEffect and createUPMToPMEffect will succeed for non-sRGB 8888
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* configs. In other words, did we find a pair of round-trip preserving conversion effects?
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*/
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bool validPMUPMConversionExists();
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/**
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* A callback similar to the above for use by the TextBlobCache
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* TODO move textblob draw calls below context so we can use the call above.
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*/
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static void TextBlobCacheOverBudgetCB(void* data);
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typedef SkRefCnt INHERITED;
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};
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/**
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* Can be used to perform actions related to the generating GrContext in a thread safe manner. The
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* proxy does not access the 3D API (e.g. OpenGL) that backs the generating GrContext.
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*/
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class GrContextThreadSafeProxy : public SkRefCnt {
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public:
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bool matches(GrContext* context) const { return context->uniqueID() == fContextUniqueID; }
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/**
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* Create a surface characterization for a DDL that will be replayed into the GrContext
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* that created this proxy. On failure the resulting characterization will be invalid (i.e.,
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* "!c.isValid()").
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*
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* @param cacheMaxResourceBytes The max resource bytes limit that will be in effect when the
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* DDL created with this characterization is replayed.
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* Note: the contract here is that the DDL will be created as
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* if it had a full 'cacheMaxResourceBytes' to use. If replayed
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* into a GrContext that already has locked GPU memory, the
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* replay can exceed the budget. To rephrase, all resource
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* allocation decisions are made at record time and at playback
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* time the budget limits will be ignored.
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* @param ii The image info specifying properties of the SkSurface that
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* the DDL created with this characterization will be replayed
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* into.
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* Note: Ganesh doesn't make use of the SkImageInfo's alphaType
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* @param backendFormat Information about the format of the GPU surface that will
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* back the SkSurface upon replay
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* @param sampleCount The sample count of the SkSurface that the DDL created with
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* this characterization will be replayed into
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* @param origin The origin of the SkSurface that the DDL created with this
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* characterization will be replayed into
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* @param surfaceProps The surface properties of the SkSurface that the DDL created
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* with this characterization will be replayed into
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* @param isMipMapped Will the surface the DDL will be replayed into have space
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* allocated for mipmaps?
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*/
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SkSurfaceCharacterization createCharacterization(
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size_t cacheMaxResourceBytes,
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const SkImageInfo& ii, const GrBackendFormat& backendFormat,
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int sampleCount, GrSurfaceOrigin origin,
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const SkSurfaceProps& surfaceProps,
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bool isMipMapped);
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const GrCaps* caps() const { return fCaps.get(); }
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sk_sp<const GrCaps> refCaps() const { return fCaps; }
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private:
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// DDL TODO: need to add unit tests for backend & maybe options
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GrContextThreadSafeProxy(sk_sp<const GrCaps> caps,
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uint32_t uniqueID,
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GrBackend backend,
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const GrContextOptions& options)
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: fCaps(std::move(caps))
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, fContextUniqueID(uniqueID)
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, fBackend(backend)
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, fOptions(options) {
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}
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sk_sp<const GrCaps> fCaps;
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const uint32_t fContextUniqueID;
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const GrBackend fBackend;
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const GrContextOptions fOptions;
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friend class GrDirectContext; // To construct this object
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friend class GrContextPriv; // for access to 'fOptions' in MakeDDL
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friend class GrDDLContext; // to implement the GrDDLContext ctor (access to all members)
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typedef SkRefCnt INHERITED;
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};
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#endif
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