blob: e6278f6c4d42bb8529bebe62f952740318578446 [file] [log] [blame]
* Copyright 2021 Google LLC
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef skgpu_graphite_ResourceProvider_DEFINED
#define skgpu_graphite_ResourceProvider_DEFINED
#include "include/core/SkSize.h"
#include "include/core/SkTileMode.h"
#include "src/core/SkLRUCache.h"
#include "src/gpu/ResourceKey.h"
#include "src/gpu/graphite/CommandBuffer.h"
#include "src/gpu/graphite/ResourceTypes.h"
struct SkSamplingOptions;
namespace skgpu {
class SingleOwner;
namespace SkSL {
class Compiler;
namespace skgpu::graphite {
class BackendTexture;
class Buffer;
class Caps;
class ComputePipeline;
class ComputePipelineDesc;
class GlobalCache;
class GraphicsPipeline;
class GraphicsPipelineDesc;
class GraphiteResourceKey;
class ResourceCache;
class RuntimeEffectDictionary;
class ShaderCodeDictionary;
class Sampler;
class SharedContext;
class Texture;
class TextureInfo;
class ResourceProvider {
virtual ~ResourceProvider();
// The runtime effect dictionary provides a link between SkCodeSnippetIds referenced in the
// paint key and the current SkRuntimeEffect that provides the SkSL for that id.
sk_sp<GraphicsPipeline> findOrCreateGraphicsPipeline(const RuntimeEffectDictionary*,
const GraphicsPipelineDesc&,
const RenderPassDesc&);
sk_sp<ComputePipeline> findOrCreateComputePipeline(const ComputePipelineDesc&);
sk_sp<Texture> findOrCreateScratchTexture(SkISize, const TextureInfo&, skgpu::Budgeted);
virtual sk_sp<Texture> createWrappedTexture(const BackendTexture&) = 0;
sk_sp<Texture> findOrCreateDepthStencilAttachment(SkISize dimensions,
const TextureInfo&);
sk_sp<Texture> findOrCreateDiscardableMSAAAttachment(SkISize dimensions,
const TextureInfo&);
sk_sp<Buffer> findOrCreateBuffer(size_t size, BufferType type, PrioritizeGpuReads);
sk_sp<Sampler> findOrCreateCompatibleSampler(const SkSamplingOptions&,
SkTileMode xTileMode,
SkTileMode yTileMode);
SkSL::Compiler* skslCompiler() { return fCompiler.get(); }
BackendTexture createBackendTexture(SkISize dimensions, const TextureInfo&);
void deleteBackendTexture(BackendTexture&);
ResourceCache* resourceCache() { return fResourceCache.get(); }
const SharedContext* sharedContext() { return fSharedContext; }
ResourceProvider(SharedContext* sharedContext,
SingleOwner* singleOwner);
SharedContext* fSharedContext;
virtual sk_sp<GraphicsPipeline> createGraphicsPipeline(const RuntimeEffectDictionary*,
const GraphicsPipelineDesc&,
const RenderPassDesc&) = 0;
virtual sk_sp<ComputePipeline> createComputePipeline(const ComputePipelineDesc&) = 0;
virtual sk_sp<Texture> createTexture(SkISize, const TextureInfo&, skgpu::Budgeted) = 0;
virtual sk_sp<Buffer> createBuffer(size_t size, BufferType type, PrioritizeGpuReads) = 0;
virtual sk_sp<Sampler> createSampler(const SkSamplingOptions&,
SkTileMode xTileMode,
SkTileMode yTileMode) = 0;
sk_sp<Texture> findOrCreateTextureWithKey(SkISize dimensions,
const TextureInfo& info,
const GraphiteResourceKey& key,
virtual BackendTexture onCreateBackendTexture(SkISize dimensions, const TextureInfo&) = 0;
virtual void onDeleteBackendTexture(BackendTexture&) = 0;
// Each ResourceProvider owns one local cache; for some resources it also refers out to the
// global cache of the SharedContext, which is assumed to outlive the ResourceProvider.
sk_sp<ResourceCache> fResourceCache;
// Compiler used for compiling SkSL into backend shader code. We only want to create the
// compiler once, as there is significant overhead to the first compile.
std::unique_ptr<SkSL::Compiler> fCompiler;
} // namespace skgpu::graphite
#endif // skgpu_graphite_ResourceProvider_DEFINED