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Diffstat (limited to 'src/deps/skia/include/gpu/GrDirectContext.h')
-rw-r--r-- | src/deps/skia/include/gpu/GrDirectContext.h | 880 |
1 files changed, 880 insertions, 0 deletions
diff --git a/src/deps/skia/include/gpu/GrDirectContext.h b/src/deps/skia/include/gpu/GrDirectContext.h new file mode 100644 index 000000000..4ff25b0f5 --- /dev/null +++ b/src/deps/skia/include/gpu/GrDirectContext.h @@ -0,0 +1,880 @@ +/* + * 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 + +#include "include/gpu/GrRecordingContext.h" + +#include "include/gpu/GrBackendSurface.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 GrClientMappedBufferManager; +class GrDirectContextPriv; +class GrContextThreadSafeProxy; +struct GrD3DBackendContext; +class GrFragmentProcessor; +class GrGpu; +struct GrGLInterface; +struct GrMtlBackendContext; +struct GrMockOptions; +class GrPath; +class GrResourceCache; +class GrResourceProvider; +class GrStrikeCache; +class GrSurfaceProxy; +class GrSwizzle; +class GrTextureProxy; +struct GrVkBackendContext; + +class SkImage; +class SkString; +class SkSurfaceCharacterization; +class SkSurfaceProps; +class SkTaskGroup; +class SkTraceMemoryDump; + +namespace skgpu { namespace v1 { class SmallPathAtlasMgr; }} + +class SK_API GrDirectContext : public GrRecordingContext { +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 GrMtlBackendContext contains a + * MTLDevice and MTLCommandQueue which should be used by the backend. These objects must + * have their own ref which will be released when the GrMtlBackendContext is destroyed. + * Ganesh will take its own ref on the objects which will be released when the GrDirectContext + * is destroyed. + */ + static sk_sp<GrDirectContext> MakeMetal(const GrMtlBackendContext&, const GrContextOptions&); + static sk_sp<GrDirectContext> MakeMetal(const GrMtlBackendContext&); + /** + * Deprecated. + * + * 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 that 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 + * context 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 context 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 this + * context. + */ + 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. + * + * If 'scratchResourcesOnly' is true all unlocked scratch resources older than 'msNotUsed' will + * be purged but the unlocked resources with persistent data will remain. If + * 'scratchResourcesOnly' is false then all unlocked resources older than 'msNotUsed' will be + * purged. + * + * @param msNotUsed Only unlocked resources not used in these last milliseconds + * will be cleaned up. + * @param scratchResourcesOnly If true only unlocked scratch resources will be purged. + */ + void performDeferredCleanup(std::chrono::milliseconds msNotUsed, + bool scratchResourcesOnly=false); + + // 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(); + + /** + * 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. + */ + using GrRecordingContext::defaultBackendFormat; + + /** + * 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 context used to create them. If the backend is Vulkan, the textures must + * be deleted before abandoning the context as well. Additionally, clients should only delete + * these objects on the thread for which that context 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 + * synchronization 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 a backend texture initialized to a particular color. The client should + * ensure that the returned backend texture is valid. The client can pass in a finishedProc + * to be notified when the data has been uploaded by the gpu and the texture can be deleted. The + * client is required to call `submit` to send the upload work to the gpu. The + * finishedProc will always get called even if we failed to create the GrBackendTexture. + * For the Vulkan backend the layout of the created VkImage will be: + * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL + */ + GrBackendTexture createBackendTexture(int width, int height, + const GrBackendFormat&, + const SkColor4f& color, + GrMipmapped, + GrRenderable, + GrProtected = GrProtected::kNo, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr); + + /** + * If possible, create a backend texture initialized to a particular color. The client should + * ensure that the returned backend texture is valid. The client can pass in a finishedProc + * to be notified when the data has been uploaded by the gpu and the texture can be deleted. The + * client is required to call `submit` to send the upload work to the gpu. The + * finishedProc will always get called even if we failed to create the GrBackendTexture. + * 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 + */ + GrBackendTexture createBackendTexture(int width, int height, + SkColorType, + const SkColor4f& color, + GrMipmapped, + GrRenderable, + GrProtected = GrProtected::kNo, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr); + + /** + * If possible, create a backend texture initialized with the provided pixmap data. The client + * should ensure that the returned backend texture is valid. The client can pass in a + * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be + * deleted. The client is required to call `submit` to send the upload work to the gpu. + * The finishedProc will always get called even if we failed to create the GrBackendTexture. + * 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. The src data can be deleted + * when this call returns. + * 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). The + * GrSurfaceOrigin controls whether the pixmap data is vertically flipped in the texture. + * 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 + */ + GrBackendTexture createBackendTexture(const SkPixmap srcData[], + int numLevels, + GrSurfaceOrigin, + GrRenderable, + GrProtected, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr); + + /** + * Convenience version createBackendTexture() that takes just a base level pixmap. + */ + GrBackendTexture createBackendTexture(const SkPixmap& srcData, + GrSurfaceOrigin textureOrigin, + GrRenderable renderable, + GrProtected isProtected, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr) { + return this->createBackendTexture(&srcData, 1, textureOrigin, renderable, isProtected, + finishedProc, finishedContext); + } + + // Deprecated versions that do not take origin and assume top-left. + GrBackendTexture createBackendTexture(const SkPixmap srcData[], + int numLevels, + GrRenderable renderable, + GrProtected isProtected, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr) { + return this->createBackendTexture(srcData, + numLevels, + kTopLeft_GrSurfaceOrigin, + renderable, + isProtected, + finishedProc, + finishedContext); + } + GrBackendTexture createBackendTexture(const SkPixmap& srcData, + GrRenderable renderable, + GrProtected isProtected, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr) { + return this->createBackendTexture(&srcData, + 1, + renderable, + isProtected, + finishedProc, + finishedContext); + } + + /** + * If possible, updates a backend texture to be filled to a particular color. The client should + * check the return value to see if the update was successful. The client can pass in a + * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be + * deleted. The client is required to call `submit` to send the upload work to the gpu. + * The finishedProc will always get called even if we failed to update the GrBackendTexture. + * For the Vulkan backend after a successful update the layout of the created VkImage will be: + * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL + */ + bool updateBackendTexture(const GrBackendTexture&, + const SkColor4f& color, + GrGpuFinishedProc finishedProc, + GrGpuFinishedContext finishedContext); + + /** + * If possible, updates a backend texture to be filled to a particular color. The data in + * GrBackendTexture and passed in color is interpreted with respect to the passed in + * SkColorType. The client should check the return value to see if the update was successful. + * The client can pass in a finishedProc to be notified when the data has been uploaded by the + * gpu and the texture can be deleted. The client is required to call `submit` to send + * the upload work to the gpu. The finishedProc will always get called even if we failed to + * update the GrBackendTexture. + * For the Vulkan backend after a successful update the layout of the created VkImage will be: + * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL + */ + bool updateBackendTexture(const GrBackendTexture&, + SkColorType skColorType, + const SkColor4f& color, + GrGpuFinishedProc finishedProc, + GrGpuFinishedContext finishedContext); + + /** + * If possible, updates a backend texture filled with the provided pixmap data. The client + * should check the return value to see if the update was successful. The client can pass in a + * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be + * deleted. The client is required to call `submit` to send the upload work to the gpu. + * The finishedProc will always get called even if we failed to create the GrBackendTexture. + * The backend texture must be compatible with the provided pixmap(s). Compatible, in this case, + * means that the backend format is compatible with the base pixmap's colortype. The src data + * can be deleted when this call returns. + * If the backend texture is mip mapped, 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). The GrSurfaceOrigin controls whether the + * pixmap data is vertically flipped in the texture. + * Note: the pixmap's alphatypes and colorspaces are ignored. + * For the Vulkan backend after a successful update the layout of the created VkImage will be: + * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL + */ + bool updateBackendTexture(const GrBackendTexture&, + const SkPixmap srcData[], + int numLevels, + GrSurfaceOrigin = kTopLeft_GrSurfaceOrigin, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr); + + /** + * Convenience version of updateBackendTexture that takes just a base level pixmap. + */ + bool updateBackendTexture(const GrBackendTexture& texture, + const SkPixmap& srcData, + GrSurfaceOrigin textureOrigin = kTopLeft_GrSurfaceOrigin, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr) { + return this->updateBackendTexture(texture, + &srcData, + 1, + textureOrigin, + finishedProc, + finishedContext); + } + + // Deprecated version that does not take origin and assumes top-left. + bool updateBackendTexture(const GrBackendTexture& texture, + const SkPixmap srcData[], + int numLevels, + GrGpuFinishedProc finishedProc, + GrGpuFinishedContext finishedContext) { + return this->updateBackendTexture(texture, + srcData, + numLevels, + kTopLeft_GrSurfaceOrigin, + finishedProc, + finishedContext); + } + + /** + * Retrieve the GrBackendFormat for a given SkImage::CompressionType. This is + * guaranteed to match the backend format used by the following + * createCompressedBackendTexture methods that take a CompressionType. + * + * The caller should check that the returned format is valid. + */ + using GrRecordingContext::compressedBackendFormat; + + /** + *If possible, create a compressed backend texture initialized to a particular color. The + * client should ensure that the returned backend texture is valid. The client can pass in a + * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be + * deleted. The client is required to call `submit` to send the upload work to the gpu. + * The finishedProc will always get called even if we failed to create the GrBackendTexture. + * 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, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr); + + GrBackendTexture createCompressedBackendTexture(int width, int height, + SkImage::CompressionType, + const SkColor4f& color, + GrMipmapped, + GrProtected = GrProtected::kNo, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr); + + /** + * If possible, create a backend texture initialized with the provided raw data. The client + * should ensure that the returned backend texture is valid. The client can pass in a + * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be + * deleted. The client is required to call `submit` to send the upload work to the gpu. + * The finishedProc will always get called even if we failed to create the GrBackendTexture + * 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, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr); + + GrBackendTexture createCompressedBackendTexture(int width, int height, + SkImage::CompressionType, + const void* data, size_t dataSize, + GrMipmapped, + GrProtected = GrProtected::kNo, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr); + + /** + * If possible, updates a backend texture filled with the provided color. If the texture is + * mipmapped, all levels of the mip chain will be updated to have the supplied color. The client + * should check the return value to see if the update was successful. The client can pass in a + * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be + * deleted. The client is required to call `submit` to send the upload work to the gpu. + * The finishedProc will always get called even if we failed to create the GrBackendTexture. + * For the Vulkan backend after a successful update the layout of the created VkImage will be: + * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL + */ + bool updateCompressedBackendTexture(const GrBackendTexture&, + const SkColor4f& color, + GrGpuFinishedProc finishedProc, + GrGpuFinishedContext finishedContext); + + /** + * If possible, updates a backend texture filled with the provided raw data. The client + * should check the return value to see if the update was successful. The client can pass in a + * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be + * deleted. The client is required to call `submit` to send the upload work to the gpu. + * The finishedProc will always get called even if we failed to create the GrBackendTexture. + * If a mipMapped texture is passed in, 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 after a successful update the layout of the created VkImage will be: + * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL + */ + bool updateCompressedBackendTexture(const GrBackendTexture&, + const void* data, + size_t dataSize, + GrGpuFinishedProc finishedProc, + GrGpuFinishedContext finishedContext); + + /** + * Updates the state of the GrBackendTexture/RenderTarget to have the passed in + * GrBackendSurfaceMutableState. All objects that wrap the backend surface (i.e. SkSurfaces and + * SkImages) will also be aware of this state change. This call does not submit the state change + * to the gpu, but requires the client to call `submit` to send it to the GPU. The work + * for this call is ordered linearly with all other calls that require GrContext::submit to be + * called (e.g updateBackendTexture and flush). If finishedProc is not null then it will be + * called with finishedContext after the state transition is known to have occurred on the GPU. + * + * See GrBackendSurfaceMutableState to see what state can be set via this call. + * + * If the backend API is Vulkan, the caller can set the GrBackendSurfaceMutableState's + * VkImageLayout to VK_IMAGE_LAYOUT_UNDEFINED or queueFamilyIndex to VK_QUEUE_FAMILY_IGNORED to + * tell Skia to not change those respective states. + * + * If previousState is not null and this returns true, then Skia will have filled in + * previousState to have the values of the state before this call. + */ + bool setBackendTextureState(const GrBackendTexture&, + const GrBackendSurfaceMutableState&, + GrBackendSurfaceMutableState* previousState = nullptr, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr); + bool setBackendRenderTargetState(const GrBackendRenderTarget&, + const GrBackendSurfaceMutableState&, + GrBackendSurfaceMutableState* previousState = nullptr, + GrGpuFinishedProc finishedProc = nullptr, + GrGpuFinishedContext finishedContext = nullptr); + + 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 GrDirectContext 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 + + class DirectContextID { + public: + static GrDirectContext::DirectContextID Next(); + + DirectContextID() : fID(SK_InvalidUniqueID) {} + + bool operator==(const DirectContextID& that) const { return fID == that.fID; } + bool operator!=(const DirectContextID& that) const { return !(*this == that); } + + void makeInvalid() { fID = SK_InvalidUniqueID; } + bool isValid() const { return fID != SK_InvalidUniqueID; } + + private: + constexpr DirectContextID(uint32_t id) : fID(id) {} + uint32_t fID; + }; + + DirectContextID directContextID() const { return fDirectContextID; } + + // Provides access to functions that aren't part of the public API. + GrDirectContextPriv priv(); + const GrDirectContextPriv priv() const; // NOLINT(readability-const-return-type) + +protected: + GrDirectContext(GrBackendApi backend, const GrContextOptions& options); + + bool init() override; + + GrAtlasManager* onGetAtlasManager() { return fAtlasManager.get(); } + skgpu::v1::SmallPathAtlasMgr* onGetSmallPathAtlasMgr(); + + GrDirectContext* asDirectContext() override { return this; } + +private: + // This call will make sure out work on the GPU is finished and will execute any outstanding + // asynchronous work (e.g. calling finished procs, freeing resources, etc.) related to the + // outstanding work on the gpu. The main use currently for this function is when tearing down or + // abandoning the context. + // + // When we finish up work on the GPU it could trigger callbacks to the client. In the case we + // are abandoning the context we don't want the client to be able to use the GrDirectContext to + // issue more commands during the callback. Thus before calling this function we set the + // GrDirectContext's state to be abandoned. However, we need to be able to get by the abaonded + // check in the call to know that it is safe to execute this. The shouldExecuteWhileAbandoned + // bool is used for this signal. + void syncAllOutstandingGpuWork(bool shouldExecuteWhileAbandoned); + + const DirectContextID fDirectContextID; + // 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; + std::unique_ptr<GrStrikeCache> fStrikeCache; + sk_sp<GrGpu> fGpu; + std::unique_ptr<GrResourceCache> fResourceCache; + std::unique_ptr<GrResourceProvider> fResourceProvider; + + bool fDidTestPMConversions; + // true if the PM/UPM conversion succeeded; false otherwise + bool fPMUPMConversionsRoundTrip; + + GrContextOptions::PersistentCache* fPersistentCache; + + std::unique_ptr<GrClientMappedBufferManager> fMappedBufferManager; + std::unique_ptr<GrAtlasManager> fAtlasManager; + + std::unique_ptr<skgpu::v1::SmallPathAtlasMgr> fSmallPathAtlasMgr; + + friend class GrDirectContextPriv; + + using INHERITED = GrRecordingContext; +}; + + +#endif |