| /* |
| * Copyright 2021 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "include/gpu/graphite/Context.h" |
| |
| #include "include/core/SkCombinationBuilder.h" |
| #include "include/core/SkPathTypes.h" |
| #include "include/effects/SkRuntimeEffect.h" |
| #include "include/gpu/graphite/BackendTexture.h" |
| #include "include/gpu/graphite/Recorder.h" |
| #include "include/gpu/graphite/Recording.h" |
| #include "include/gpu/graphite/TextureInfo.h" |
| #include "src/core/SkShaderCodeDictionary.h" |
| #include "src/gpu/RefCntedCallback.h" |
| #include "src/gpu/graphite/Caps.h" |
| #include "src/gpu/graphite/CommandBuffer.h" |
| #include "src/gpu/graphite/ContextPriv.h" |
| #include "src/gpu/graphite/GlobalCache.h" |
| #include "src/gpu/graphite/Gpu.h" |
| #include "src/gpu/graphite/GraphicsPipelineDesc.h" |
| #include "src/gpu/graphite/Renderer.h" |
| #include "src/gpu/graphite/ResourceProvider.h" |
| |
| #ifdef SK_METAL |
| #include "src/gpu/graphite/mtl/MtlTrampoline.h" |
| #endif |
| |
| namespace skgpu::graphite { |
| |
| //-------------------------------------------------------------------------------------------------- |
| Context::Context(sk_sp<Gpu> gpu, BackendApi backend) |
| : fGpu(std::move(gpu)) |
| , fGlobalCache(sk_make_sp<GlobalCache>()) |
| , fBackend(backend) { |
| } |
| Context::~Context() {} |
| |
| #ifdef SK_METAL |
| std::unique_ptr<Context> Context::MakeMetal(const MtlBackendContext& backendContext, |
| const ContextOptions& options) { |
| sk_sp<Gpu> gpu = MtlTrampoline::MakeGpu(backendContext, options); |
| if (!gpu) { |
| return nullptr; |
| } |
| |
| return std::unique_ptr<Context>(new Context(std::move(gpu), BackendApi::kMetal)); |
| } |
| #endif |
| |
| std::unique_ptr<Recorder> Context::makeRecorder() { |
| return std::unique_ptr<Recorder>(new Recorder(fGpu, fGlobalCache)); |
| } |
| |
| void Context::insertRecording(const InsertRecordingInfo& info) { |
| sk_sp<RefCntedCallback> callback; |
| if (info.fFinishedProc) { |
| callback = RefCntedCallback::Make(info.fFinishedProc, info.fFinishedContext); |
| } |
| |
| SkASSERT(info.fRecording); |
| if (!info.fRecording) { |
| if (callback) { |
| callback->setFailureResult(); |
| } |
| return; |
| } |
| |
| SkASSERT(!fCurrentCommandBuffer); |
| // For now we only allow one CommandBuffer. So we just ref it off the InsertRecordingInfo and |
| // hold onto it until we submit. |
| fCurrentCommandBuffer = info.fRecording->fCommandBuffer; |
| SkASSERT(fCurrentCommandBuffer); |
| if (callback) { |
| fCurrentCommandBuffer->addFinishedProc(std::move(callback)); |
| } |
| } |
| |
| void Context::submit(SyncToCpu syncToCpu) { |
| SkASSERT(fCurrentCommandBuffer); |
| |
| fGpu->submit(std::move(fCurrentCommandBuffer)); |
| |
| fGpu->checkForFinishedWork(syncToCpu); |
| } |
| |
| void Context::checkAsyncWorkCompletion() { |
| fGpu->checkForFinishedWork(SyncToCpu::kNo); |
| } |
| |
| SkBlenderID Context::addUserDefinedBlender(sk_sp<SkRuntimeEffect> effect) { |
| auto dict = this->priv().shaderCodeDictionary(); |
| |
| return dict->addUserDefinedBlender(std::move(effect)); |
| } |
| |
| void Context::precompile(SkCombinationBuilder* combinationBuilder) { |
| static const Renderer* kRenderers[] = { |
| &Renderer::StencilTessellatedCurvesAndTris(SkPathFillType::kWinding), |
| &Renderer::StencilTessellatedCurvesAndTris(SkPathFillType::kEvenOdd), |
| &Renderer::StencilTessellatedCurvesAndTris(SkPathFillType::kInverseWinding), |
| &Renderer::StencilTessellatedCurvesAndTris(SkPathFillType::kInverseEvenOdd), |
| &Renderer::StencilTessellatedWedges(SkPathFillType::kWinding), |
| &Renderer::StencilTessellatedWedges(SkPathFillType::kEvenOdd), |
| &Renderer::StencilTessellatedWedges(SkPathFillType::kInverseWinding), |
| &Renderer::StencilTessellatedWedges(SkPathFillType::kInverseEvenOdd) |
| }; |
| |
| SkShaderCodeDictionary* dict = fGlobalCache->shaderCodeDictionary(); |
| |
| combinationBuilder->buildCombinations( |
| dict, |
| [&](SkUniquePaintParamsID uniqueID) { |
| GraphicsPipelineDesc desc; |
| |
| for (const Renderer* r : kRenderers) { |
| for (auto&& s : r->steps()) { |
| if (s->performsShading()) { |
| desc.setProgram(s, uniqueID); |
| } |
| // TODO: Combine with renderpass description set to generate full |
| // GraphicsPipeline and MSL program. Cache that compiled pipeline on |
| // the resource provider in a map from desc -> pipeline so that any |
| // later desc created from equivalent RenderStep + Combination get it. |
| } |
| } |
| }); |
| |
| // TODO: Iterate over the renderers and make descriptions for the steps that don't perform |
| // shading, and just use ShaderType::kNone. |
| } |
| |
| BackendTexture Context::createBackendTexture(SkISize dimensions, const TextureInfo& info) { |
| if (!info.isValid() || info.backend() != this->backend()) { |
| return {}; |
| } |
| return fGpu->createBackendTexture(dimensions, info); |
| } |
| |
| void Context::deleteBackendTexture(BackendTexture& texture) { |
| if (!texture.isValid() || texture.backend() != this->backend()) { |
| return; |
| } |
| fGpu->deleteBackendTexture(texture); |
| } |
| |
| } // namespace skgpu::graphite |