| /* |
| * Copyright 2024 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_ScratchResourceManager_DEFINED |
| #define skgpu_graphite_ScratchResourceManager_DEFINED |
| |
| #include "include/core/SkRefCnt.h" |
| #include "include/core/SkSize.h" |
| #include "include/private/base/SkTArray.h" |
| #include "src/core/SkTHash.h" |
| |
| #include <string_view> |
| |
| namespace skgpu::graphite { |
| |
| class Resource; |
| class ResourceProvider; |
| class Texture; |
| class TextureInfo; |
| class TextureProxy; |
| |
| // NOTE: This is temporary while atlas management requires flushing an entire Recorder. That |
| // can break a scratch Device into multiple DrawTasks and the proxy read count needs to count |
| // all reads regardless of which DrawTask is referenced. Once scratch devices only produce a |
| // single DrawTask, DrawTask can hold the pending read count directly. |
| class ProxyReadCountMap { |
| public: |
| ProxyReadCountMap() = default; |
| |
| void increment(const TextureProxy* proxy) { |
| int* count = fCounts.find(proxy); |
| if (!count) { |
| count = fCounts.set(proxy, 0); |
| } |
| (*count)++; |
| } |
| |
| bool decrement(const TextureProxy* proxy) { |
| int* count = fCounts.find(proxy); |
| SkASSERT(count && *count > 0); |
| (*count)--; |
| return *count == 0; |
| } |
| |
| int get(const TextureProxy* proxy) const { |
| const int* count = fCounts.find(proxy); |
| return count ? *count : 0; |
| } |
| |
| private: |
| skia_private::THashMap<const TextureProxy*, int> fCounts; |
| }; |
| |
| /** |
| * ScratchResourceManager helps coordinate the reuse of resources *within* a Recording that would |
| * not otherwise be returned from the ResourceProvider/Cache because the Recorder is holds usage |
| * refs on the resources and they are typically not Shareable. |
| * |
| * A ScratchResourceManager maintains a pool of resources that have been handed out for some use |
| * case and then been explicitly returned by the original holder. It is up to the callers to |
| * return resources in an optimal manner (for best reuse) and not use them after they've been |
| * returned for a later task's use. To help callers manage when they can return resources, |
| * the manager maintains a stack that corresponds with the depth-first traversal of the tasks |
| * during prepareResources() and provides hooks to register listeners that are invoked when tasks |
| * read or sample resources. |
| * |
| * Once all uninstantiated resources are assigned and prepareResources() succeeds, the |
| * ScratchResourceManager can be discarded. The reuse within a Recording's task graph is fixed at |
| * that point and remains valid even if the recording is replayed. |
| */ |
| class ScratchResourceManager { |
| public: |
| ScratchResourceManager(ResourceProvider* resourceProvider, |
| std::unique_ptr<ProxyReadCountMap>); |
| ~ScratchResourceManager(); |
| |
| // Get a scratch texture with the given size and texture info. The returned texture will |
| // not be reusable until the caller invokes `returnResource()`. At that point, subsequent |
| // compatible calls to getScratchTexture() may return the texture. If there is no compatible |
| // available texture to be reused, the ResourceProvider will be used to find or create one. |
| // |
| // It is the caller's responsibility to determine when it's acceptable to return a resource. |
| // That said, it's not mandatory that the scratch resources be returned. In that case, they just |
| // stop being available for reuse for later tasks in a Recording. |
| sk_sp<Texture> getScratchTexture(SkISize, const TextureInfo&, std::string_view label); |
| |
| // TODO: Eventually update ScratchBuffer and DrawBufferManager to leverage the |
| // ScratchResourceManager. There are a few open issues to address first: |
| // - ScratchBuffer uses RAII to return the resource; ScratchResourceManager could adopt this |
| // for buffers but that may only make sense if textures could also operate that way. |
| // Alternatively, ScratchBuffer remains an RAII abstraction on top of ScratchResourceManager. |
| // - ScratchResourceManager is currently only available in snap(), but DrawBufferManager needs |
| // to be available at all times because a DrawPass could be created whenever. b/335644795 |
| // considers moving all DrawPass creation into snap() so that would avoid this issue. |
| // Alternatively, ScratchResourceManager could have the same lifetime as the buffer manager. |
| |
| // Mark the resource as available for reuse. Must have been previously returned by this manager. |
| // If the caller does not ensure that all of its uses of the resource are prepared before |
| // tasks that are processed after this call, then undefined results can occur. |
| void returnTexture(sk_sp<Texture>); |
| |
| // Graphite accumulates tasks into a graph (implicit dependencies defined by the order they are |
| // added to the root task list, or explicitly when appending child tasks). The depth-first |
| // traversal of this graph helps impose constraints on the read/write windows of resources. To |
| // help Tasks with this tracking, ScratchResourceManager maintains a stack of lists of "pending |
| // uses". |
| // |
| // Each recursion in the depth-first traversal of the task graph pushes the stack. Going up |
| // pops the stack. A "pending use" allows a task that modifies a resource to register a |
| // listener that is triggered when either its scope is popped off or a consuming task that |
| // reads that resource notifies the ScratchResourceManager (e.g. a RenderPassTask or CopyTask |
| // that sample a scratch texture). Internally, the listeners can decrement a pending read count |
| // or otherwise determine when to call returnResource() without having to be coupled directly to |
| // the consuming tasks. |
| // |
| // When a task calls notifyResourcesConsumed(), all "pending use" listeners in the current |
| // scope are invoked and removed from the list. This means that tasks must be externally |
| // organized such that only the tasks that prepare the scratch resources for that consuming task |
| // are at the same depth. Intermingling writes to multiple scratch textures before they are |
| // sampled by separate renderpasses would mean that all the scratch textures could be returned |
| // for reuse at the first renderpass. Instead, a TaskList can be used to group the scratch |
| // writes with the renderpass that samples it to introduce a scope in the stack. Alternatively, |
| // if the caller constructs a single list directly to avoid this issue, the extra stack |
| // manipulation can be avoided. |
| class PendingUseListener { |
| public: |
| virtual ~PendingUseListener() {} |
| |
| virtual void onUseCompleted(ScratchResourceManager*) = 0; |
| }; |
| |
| // Push a new scope onto the stack, preventing previously added pending listeners from being |
| // invoked when a task consumes resources. |
| void pushScope(); |
| |
| // Pop the current scope off the stack. This does not invoke any pending listeners that were |
| // not consumed by a task within the ending scope. This can happen if an offscreen layer is |
| // flushed in a Recording snap() before it's actually been drawn to its target. That final draw |
| // can then happen in a subsequent Recording even. By not invoking the pending listener, it will |
| // not return the scratch resource, correctly keeping it in use across multiple Recordings. |
| // TODO: Eventually, the above scenario should not happen, but that requires atlasing to not |
| // force a flush of every Device. Once that is the case, popScope() can ideally assert that |
| // there are no more pending listeners to invoke (otherwise it means the tasks were linked |
| // incorrectly). |
| void popScope(); |
| |
| // Invoked by tasks that sample from or read from resources. All pending listeners that were |
| // marked in the current scope will be invoked. |
| void notifyResourcesConsumed(); |
| |
| // Register a listener that will be invoked on the next call to notifyResourcesConsumed() or |
| // popScope() within the current scope. Registering the same listener multiple times will invoke |
| // it multiple times. |
| // |
| // The ScratchResourceManager does not take ownership of these listeners; they are assumed to |
| // live for as long as the prepareResources() phase of snapping a Recording. |
| void markResourceInUse(PendingUseListener* listener); |
| |
| // Temporary access to the proxy read counts stored in the ScratchResourceManager |
| int pendingReadCount(const TextureProxy* proxy) const { |
| return fProxyReadCounts->get(proxy); |
| } |
| |
| // Returns true if the read count reached zero; must only be called if it was > 0 previously. |
| bool removePendingRead(const TextureProxy* proxy) { |
| return fProxyReadCounts->decrement(proxy); |
| } |
| |
| private: |
| struct ScratchTexture { |
| sk_sp<Texture> fTexture; |
| bool fAvailable; |
| }; |
| |
| // If there are no available resources for reuse, new or cached resources will be fetched from |
| // this ResourceProvider. |
| ResourceProvider* fResourceProvider; |
| |
| // ScratchResourceManager will maintain separate pools based on the type of Resource since the |
| // callers always need a specific sub-Resource and it limits the size of each search pool. It |
| // also allows for type-specific search heuristics by when selecting an available resource. |
| skia_private::TArray<ScratchTexture> fScratchTextures; |
| |
| // This single list is organized into a stack of sublists by using null pointers to mark the |
| // start of a new scope. |
| skia_private::TArray<PendingUseListener*> fListenerStack; |
| |
| std::unique_ptr<ProxyReadCountMap> fProxyReadCounts; |
| }; |
| |
| } // namespace skgpu::graphite |
| |
| #endif // skgpu_graphite_ResourceReuseManager_DEFINED |