skia2/include/gpu/GrContext.h
Robert Phillips 5a66efbbab Remove GrRestrictedAtlasManager
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>
2018-03-08 14:29:11 +00:00

428 lines
18 KiB
C++

/*
* 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 "GrCaps.h"
#include "SkMatrix.h"
#include "SkPathEffect.h"
#include "SkTypes.h"
#include "../private/GrAuditTrail.h"
#include "../private/GrSingleOwner.h"
#include "GrContextOptions.h"
class GrAtlasManager;
class GrBackendFormat;
class GrBackendSemaphore;
class GrContextPriv;
class GrContextThreadSafeProxy;
class GrDrawingManager;
struct GrDrawOpAtlasConfig;
class GrFragmentProcessor;
struct GrGLInterface;
class GrGlyphCache;
class GrGpu;
class GrIndexBuffer;
struct GrMockOptions;
class GrOvalRenderer;
class GrPath;
class GrProxyProvider;
class GrRenderTargetContext;
class GrResourceEntry;
class GrResourceCache;
class GrResourceProvider;
class GrSamplerState;
class GrSurfaceProxy;
class GrSwizzle;
class GrTextBlobCache;
class GrTextContext;
class GrTextureProxy;
class GrVertexBuffer;
struct GrVkBackendContext;
class SkImage;
class SkSurfaceCharacterization;
class SkSurfaceProps;
class SkTaskGroup;
class SkTraceMemoryDump;
class SK_API GrContext : public SkRefCnt {
public:
/**
* Creates a GrContext for a backend context.
*/
static GrContext* Create(GrBackend, GrBackendContext, const GrContextOptions& options);
static GrContext* Create(GrBackend, GrBackendContext);
static sk_sp<GrContext> MakeGL(sk_sp<const GrGLInterface>, const GrContextOptions&);
static sk_sp<GrContext> MakeGL(sk_sp<const GrGLInterface>);
// Deprecated
static sk_sp<GrContext> MakeGL(const GrGLInterface*);
static sk_sp<GrContext> MakeGL(const GrGLInterface*, const GrContextOptions&);
#ifdef SK_VULKAN
static sk_sp<GrContext> MakeVulkan(sk_sp<const GrVkBackendContext>, const GrContextOptions&);
static sk_sp<GrContext> MakeVulkan(sk_sp<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
static sk_sp<GrContext> MakeMock(const GrMockOptions*, const GrContextOptions&);
static sk_sp<GrContext> MakeMock(const GrMockOptions*);
virtual ~GrContext();
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);
/**
* Callback function to allow classes to cleanup on GrContext destruction.
* The 'info' field is filled in with the 'info' passed to addCleanUp.
*/
typedef void (*PFCleanUpFunc)(const GrContext* context, void* info);
/**
* Add a function to be called from within GrContext's destructor.
* This gives classes a chance to free resources held on a per context basis.
* The 'info' parameter will be stored and passed to the callback function.
*/
void addCleanUp(PFCleanUpFunc cleanUp, void* info) {
CleanUpData* entry = fCleanUpData.push();
entry->fFunc = cleanUp;
entry->fInfo = info;
}
/**
* 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.
*/
virtual void abandonContext();
/**
* 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);
/** Access the context capabilities */
const GrCaps* caps() const { return fCaps.get(); }
/**
* 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[]);
/**
* An ID associated with this context, guaranteed to be unique.
*/
uint32_t uniqueID() { return fUniqueID; }
// Provides access to functions that aren't part of the public API.
GrContextPriv contextPriv();
const GrContextPriv contextPriv() const;
/** Enumerates all cached GPU resources and dumps their memory to traceMemoryDump. */
// Chrome is using this!
void dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const;
protected:
GrContext(GrBackend, int32_t id = SK_InvalidGenID);
bool initCommon(const GrContextOptions&);
virtual bool init(const GrContextOptions&) = 0; // must be called after the ctor!
virtual GrAtlasManager* onGetAtlasManager() = 0;
const GrBackend fBackend;
sk_sp<const GrCaps> fCaps;
sk_sp<GrContextThreadSafeProxy> fThreadSafeProxy;
private:
sk_sp<GrGpu> fGpu;
GrResourceCache* fResourceCache;
GrResourceProvider* fResourceProvider;
GrProxyProvider* fProxyProvider;
GrGlyphCache* fGlyphCache;
std::unique_ptr<GrTextBlobCache> fTextBlobCache;
bool fDisableGpuYUVConversion;
bool fSharpenMipmappedTextures;
bool fDidTestPMConversions;
// true if the PM/UPM conversion succeeded; false otherwise
bool fPMUPMConversionsRoundTrip;
// In debug builds we guard against improper thread handling
// This guard is passed to the GrDrawingManager and, from there to all the
// GrRenderTargetContexts. It is also passed to the GrResourceProvider and SkGpuDevice.
mutable GrSingleOwner fSingleOwner;
std::unique_ptr<SkTaskGroup> fTaskGroup;
struct CleanUpData {
PFCleanUpFunc fFunc;
void* fInfo;
};
SkTDArray<CleanUpData> fCleanUpData;
const uint32_t fUniqueID;
std::unique_ptr<GrDrawingManager> fDrawingManager;
GrAuditTrail fAuditTrail;
GrContextOptions::PersistentCache* fPersistentCache;
// TODO: have the GrClipStackClip use renderTargetContexts and rm this friending
friend class GrContextPriv;
/**
* These functions create premul <-> unpremul effects. If the second argument is 'true', they
* use the specialized round-trip effects from GrConfigConversionEffect, otherwise they
* create effects that do naive multiply or divide.
*/
std::unique_ptr<GrFragmentProcessor> createPMToUPMEffect(std::unique_ptr<GrFragmentProcessor>,
bool useConfigConversionEffect);
std::unique_ptr<GrFragmentProcessor> createUPMToPMEffect(std::unique_ptr<GrFragmentProcessor>,
bool useConfigConversionEffect);
/**
* Returns true if createPMtoUPMEffect and createUPMToPMEffect will succeed for non-sRGB 8888
* configs. In other words, did we find a pair of round-trip preserving conversion effects?
*/
bool validPMUPMConversionExists();
/**
* A callback similar to the above for use by the TextBlobCache
* TODO move textblob draw calls below context so we can use the call above.
*/
static void TextBlobCacheOverBudgetCB(void* data);
typedef SkRefCnt INHERITED;
};
/**
* Can be used to perform actions related to the generating GrContext in a thread safe manner. The
* proxy does not access the 3D API (e.g. OpenGL) that backs the generating GrContext.
*/
class GrContextThreadSafeProxy : public SkRefCnt {
public:
bool matches(GrContext* context) const { return context->uniqueID() == fContextUniqueID; }
/**
* Create a surface characterization for a DDL that will be replayed into the GrContext
* that created this proxy. On failure the resulting characterization will be invalid (i.e.,
* "!c.isValid()").
*
* @param cacheMaxResourceBytes The max resource bytes limit that will be in effect when the
* DDL created with this characterization is replayed.
* Note: the contract here is that the DDL will be created as
* if it had a full 'cacheMaxResourceBytes' to use. If replayed
* into a GrContext that already has locked GPU memory, the
* replay can exceed the budget. To rephrase, all resource
* allocation decisions are made at record time and at playback
* time the budget limits will be ignored.
* @param ii The image info specifying properties of the SkSurface that
* the DDL created with this characterization will be replayed
* into.
* Note: Ganesh doesn't make use of the SkImageInfo's alphaType
* @param backendFormat Information about the format of the GPU surface that will
* back the SkSurface upon replay
* @param sampleCount The sample count of the SkSurface that the DDL created with
* this characterization will be replayed into
* @param origin The origin of the SkSurface that the DDL created with this
* characterization will be replayed into
* @param surfaceProps The surface properties of the SkSurface that the DDL created
* with this characterization will be replayed into
* @param isMipMapped Will the surface the DDL will be replayed into have space
* allocated for mipmaps?
*/
SkSurfaceCharacterization createCharacterization(
size_t cacheMaxResourceBytes,
const SkImageInfo& ii, const GrBackendFormat& backendFormat,
int sampleCount, GrSurfaceOrigin origin,
const SkSurfaceProps& surfaceProps,
bool isMipMapped);
const GrCaps* caps() const { return fCaps.get(); }
sk_sp<const GrCaps> refCaps() const { return fCaps; }
private:
// DDL TODO: need to add unit tests for backend & maybe options
GrContextThreadSafeProxy(sk_sp<const GrCaps> caps,
uint32_t uniqueID,
GrBackend backend,
const GrContextOptions& options)
: fCaps(std::move(caps))
, fContextUniqueID(uniqueID)
, fBackend(backend)
, fOptions(options) {
}
sk_sp<const GrCaps> fCaps;
const uint32_t fContextUniqueID;
const GrBackend fBackend;
const GrContextOptions fOptions;
friend class GrDirectContext; // To construct this object
friend class GrContextPriv; // for access to 'fOptions' in MakeDDL
friend class GrDDLContext; // to implement the GrDDLContext ctor (access to all members)
typedef SkRefCnt INHERITED;
};
#endif