skia2/include/gpu/GrContext.h
Brian Salomon f4ba4ec796 Revert "Revert "Revert "Revert "Don't build GL on Metal, Vulkan, Dawn, Direct3D bots""""
Updated to use sentinel GL context even when GL backend is not built.

This reverts commit 1171d314ef.

Change-Id: Ia94bbe4865ddd4e898446c13886877c539f0eb0b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/277976
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
2020-03-20 17:11:58 +00:00

613 lines
28 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 "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/private/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 GrSurfaceProxy;
class GrSwizzle;
class GrTextContext;
class GrTextureProxy;
struct GrVkBackendContext;
class SkImage;
class SkSurfaceCharacterization;
class SkSurfaceProps;
class SkTaskGroup;
class SkTraceMemoryDump;
class SK_API GrContext : public GrRecordingContext {
public:
#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
/**
* The Vulkan context (VkQueue, VkDevice, VkInstance) must be kept alive until the returned
* GrContext is first destroyed or abandoned.
*/
static sk_sp<GrContext> MakeVulkan(const GrVkBackendContext&, const GrContextOptions&);
static sk_sp<GrContext> 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<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*);
~GrContext() override;
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 alive before calling abandonContext.
*/
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).
*
* 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.
*/
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 {
if (kR16G16_unorm_SkColorType == colorType ||
kA16_unorm_SkColorType == colorType ||
kA16_float_SkColorType == colorType ||
kR16G16_float_SkColorType == colorType ||
kR16G16B16A16_unorm_SkColorType == colorType ||
kGray_8_SkColorType == colorType) {
return false;
}
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.
/**
* Inserts a list of GPU semaphores that the current GPU-backed API must wait on before
* executing any more commands on the GPU. Skia will take ownership of the underlying semaphores
* and delete them once they have been signaled and waited on. 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.
*/
bool wait(int numSemaphores, const GrBackendSemaphore* waitSemaphores);
/**
* Call to ensure all drawing to the context has been issued to the underlying 3D API.
*/
void flush() {
this->flush(GrFlushInfo(), GrPrepareForExternalIORequests());
}
/**
* Call to ensure all drawing to the context has been issued to the underlying 3D API.
*
* If this call returns GrSemaphoresSubmitted::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 passed in with the GrFlushInfo. However, any pending commands to 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) {
return this->flush(info, GrPrepareForExternalIORequests());
}
/**
* Call to ensure all drawing to the context has been issued to the underlying 3D API.
*
* If this call returns GrSemaphoresSubmitted::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 passed in with the GrFlushInfo. However, any pending commands to 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.
*
* If the GrPrepareForExternalIORequests contains valid gpu backed SkSurfaces or SkImages, Skia
* will put the underlying backend objects into a state that is ready for external uses. See
* declaration of GrPreopareForExternalIORequests for more details.
*/
GrSemaphoresSubmitted flush(const GrFlushInfo&, const GrPrepareForExternalIORequests&);
/**
* Deprecated.
*/
GrSemaphoresSubmitted flush(GrFlushFlags flags, int numSemaphores,
GrBackendSemaphore signalSemaphores[],
GrGpuFinishedProc finishedProc = nullptr,
GrGpuFinishedContext finishedContext = nullptr) {
GrFlushInfo info;
info.fFlags = flags;
info.fNumSemaphores = numSemaphores;
info.fSignalSemaphores = signalSemaphores;
info.fFinishedProc = finishedProc;
info.fFinishedContext = finishedContext;
return this->flush(info);
}
/**
* Deprecated.
*/
GrSemaphoresSubmitted flushAndSignalSemaphores(int numSemaphores,
GrBackendSemaphore signalSemaphores[]) {
GrFlushInfo info;
info.fNumSemaphores = numSemaphores;
info.fSignalSemaphores = signalSemaphores;
return this->flush(info);
}
/**
* 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;
/** 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 an uninitialized backend texture that is compatible with the
// provided characterization. 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(const SkSurfaceCharacterization& characterization);
// If possible, create a backend texture initialized to a particular color. 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_SHADER_READ_ONLY_OPTIMAL if renderable is kNo
// and VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL if renderable is kYes
GrBackendTexture createBackendTexture(int width, int height,
const GrBackendFormat&,
const SkColor4f& color,
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.
// 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 if renderable is kNo
// and VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL if renderable is kYes
GrBackendTexture createBackendTexture(int width, int height,
SkColorType,
const SkColor4f& color,
GrMipMapped,
GrRenderable,
GrProtected = GrProtected::kNo);
// If possible, create a backend texture initialized to a particular color that is
// compatible with the provided characterization. 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_COLOR_ATTACHMENT_OPTIMAL
GrBackendTexture createBackendTexture(const SkSurfaceCharacterization& characterization,
const SkColor4f& color);
// If possible, create a backend texture initialized with the provided pixmap data. The client
// should ensure that the returned backend texture is valid.
// 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.
// 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
// regardless of the renderability setting
GrBackendTexture createBackendTexture(const SkPixmap srcData[], int numLevels,
GrRenderable, GrProtected);
// Helper version of above for a single level.
GrBackendTexture createBackendTexture(const SkPixmap& srcData,
GrRenderable renderable,
GrProtected isProtected) {
return this->createBackendTexture(&srcData, 1, renderable, isProtected);
}
/*
* 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.
// 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);
GrBackendTexture createCompressedBackendTexture(int width, int height,
SkImage::CompressionType,
const SkColor4f& color,
GrMipMapped,
GrProtected = GrProtected::kNo);
// If possible, create a backend texture initialized with the provided raw data. The client
// should ensure that the returned backend texture is valid.
// 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);
GrBackendTexture createCompressedBackendTexture(int width, int height,
SkImage::CompressionType,
const void* data, size_t dataSize,
GrMipMapped,
GrProtected = GrProtected::kNo);
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(GrBackendApi, const GrContextOptions&, int32_t contextID = SK_InvalidGenID);
bool init(sk_sp<const GrCaps>) override;
GrContext* asDirectContext() override { return this; }
virtual GrAtlasManager* onGetAtlasManager() = 0;
sk_sp<GrContextThreadSafeProxy> 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<SkTaskGroup> fTaskGroup;
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;
typedef GrRecordingContext INHERITED;
};
#endif