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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkGpu_DEFINED
#define GrVkGpu_DEFINED
#include "GrGpu.h"
#include "GrVkCaps.h"
#include "GrVkCopyManager.h"
#include "GrVkIndexBuffer.h"
#include "GrVkMemory.h"
#include "GrVkResourceProvider.h"
#include "GrVkSemaphore.h"
#include "GrVkVertexBuffer.h"
#include "GrVkUtil.h"
#include "vk/GrVkBackendContext.h"
#include "vk/GrVkTypes.h"
class GrPipeline;
class GrVkBufferImpl;
class GrVkCommandPool;
class GrVkGpuRTCommandBuffer;
class GrVkGpuTextureCommandBuffer;
class GrVkMemoryAllocator;
class GrVkPipeline;
class GrVkPipelineState;
class GrVkPrimaryCommandBuffer;
class GrVkRenderPass;
class GrVkSecondaryCommandBuffer;
class GrVkTexture;
struct GrVkInterface;
namespace SkSL {
class Compiler;
}
class GrVkGpu : public GrGpu {
public:
static sk_sp<GrGpu> Make(const GrVkBackendContext&, const GrContextOptions&, GrContext*);
~GrVkGpu() override;
void disconnect(DisconnectType) override;
const GrVkInterface* vkInterface() const { return fInterface.get(); }
const GrVkCaps& vkCaps() const { return *fVkCaps; }
GrVkMemoryAllocator* memoryAllocator() const { return fMemoryAllocator.get(); }
VkPhysicalDevice physicalDevice() const { return fPhysicalDevice; }
VkDevice device() const { return fDevice; }
VkQueue queue() const { return fQueue; }
uint32_t queueIndex() const { return fQueueIndex; }
GrVkCommandPool* cmdPool() const { return fCmdPool; }
const VkPhysicalDeviceProperties& physicalDeviceProperties() const {
return fPhysDevProps;
}
const VkPhysicalDeviceMemoryProperties& physicalDeviceMemoryProperties() const {
return fPhysDevMemProps;
}
GrVkResourceProvider& resourceProvider() { return fResourceProvider; }
GrVkPrimaryCommandBuffer* currentCommandBuffer() { return fCurrentCmdBuffer; }
enum SyncQueue {
kForce_SyncQueue,
kSkip_SyncQueue
};
void xferBarrier(GrRenderTarget*, GrXferBarrierType) override {}
#if GR_TEST_UTILS
GrBackendTexture createTestingOnlyBackendTexture(const void* pixels, int w, int h,
GrColorType colorType, bool isRenderTarget,
GrMipMapped, size_t rowBytes = 0) override;
bool isTestingOnlyBackendTexture(const GrBackendTexture&) const override;
void deleteTestingOnlyBackendTexture(const GrBackendTexture&) override;
GrBackendRenderTarget createTestingOnlyBackendRenderTarget(int w, int h, GrColorType) override;
void deleteTestingOnlyBackendRenderTarget(const GrBackendRenderTarget&) override;
void testingOnly_flushGpuAndSync() override;
#endif
GrStencilAttachment* createStencilAttachmentForRenderTarget(const GrRenderTarget*,
int width,
int height) override;
GrGpuRTCommandBuffer* getCommandBuffer(
GrRenderTarget*, GrSurfaceOrigin, const SkRect&,
const GrGpuRTCommandBuffer::LoadAndStoreInfo&,
const GrGpuRTCommandBuffer::StencilLoadAndStoreInfo&) override;
GrGpuTextureCommandBuffer* getCommandBuffer(GrTexture*, GrSurfaceOrigin) override;
void addMemoryBarrier(VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
bool byRegion,
VkMemoryBarrier* barrier) const;
void addBufferMemoryBarrier(VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
bool byRegion,
VkBufferMemoryBarrier* barrier) const;
void addImageMemoryBarrier(VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
bool byRegion,
VkImageMemoryBarrier* barrier) const;
SkSL::Compiler* shaderCompiler() const {
return fCompiler;
}
bool onRegenerateMipMapLevels(GrTexture* tex) override;
void resolveRenderTargetNoFlush(GrRenderTarget* target) {
this->internalResolveRenderTarget(target, false);
}
void onResolveRenderTarget(GrRenderTarget* target) override {
// This resolve is called when we are preparing an msaa surface for external I/O. It is
// called after flushing, so we need to make sure we submit the command buffer after doing
// the resolve so that the resolve actually happens.
this->internalResolveRenderTarget(target, true);
}
void submitSecondaryCommandBuffer(const SkTArray<GrVkSecondaryCommandBuffer*>&,
const GrVkRenderPass*,
const VkClearValue* colorClear,
GrVkRenderTarget*, GrSurfaceOrigin,
const SkIRect& bounds);
void submit(GrGpuCommandBuffer*) override;
GrFence SK_WARN_UNUSED_RESULT insertFence() override;
bool waitFence(GrFence, uint64_t timeout) override;
void deleteFence(GrFence) const override;
sk_sp<GrSemaphore> SK_WARN_UNUSED_RESULT makeSemaphore(bool isOwned) override;
sk_sp<GrSemaphore> wrapBackendSemaphore(const GrBackendSemaphore& semaphore,
GrResourceProvider::SemaphoreWrapType wrapType,
GrWrapOwnership ownership) override;
void insertSemaphore(sk_sp<GrSemaphore> semaphore) override;
void waitSemaphore(sk_sp<GrSemaphore> semaphore) override;
// These match the definitions in SkDrawable, from whence they came
typedef void* SubmitContext;
typedef void (*SubmitProc)(SubmitContext submitContext);
// Adds an SkDrawable::GpuDrawHandler that we will delete the next time we submit the primary
// command buffer to the gpu.
void addDrawable(std::unique_ptr<SkDrawable::GpuDrawHandler> drawable);
sk_sp<GrSemaphore> prepareTextureForCrossContextUsage(GrTexture*) override;
void copyBuffer(GrVkBuffer* srcBuffer, GrVkBuffer* dstBuffer, VkDeviceSize srcOffset,
VkDeviceSize dstOffset, VkDeviceSize size);
bool updateBuffer(GrVkBuffer* buffer, const void* src, VkDeviceSize offset, VkDeviceSize size);
uint32_t getExtraSamplerKeyForProgram(const GrSamplerState&,
const GrBackendFormat& format) override;
enum PersistentCacheKeyType : uint32_t {
kShader_PersistentCacheKeyType = 0,
kPipelineCache_PersistentCacheKeyType = 1,
};
void storeVkPipelineCacheData() override;
private:
GrVkGpu(GrContext*, const GrContextOptions&, const GrVkBackendContext&,
sk_sp<const GrVkInterface>, uint32_t instanceVersion, uint32_t physicalDeviceVersion);
void onResetContext(uint32_t resetBits) override {}
void destroyResources();
sk_sp<GrTexture> onCreateTexture(const GrSurfaceDesc&, SkBudgeted, const GrMipLevel[],
int mipLevelCount) override;
sk_sp<GrTexture> onWrapBackendTexture(const GrBackendTexture&, GrWrapOwnership, GrWrapCacheable,
GrIOType) override;
sk_sp<GrTexture> onWrapRenderableBackendTexture(const GrBackendTexture&,
int sampleCnt,
GrWrapOwnership,
GrWrapCacheable) override;
sk_sp<GrRenderTarget> onWrapBackendRenderTarget(const GrBackendRenderTarget&) override;
sk_sp<GrRenderTarget> onWrapBackendTextureAsRenderTarget(const GrBackendTexture&,
int sampleCnt) override;
sk_sp<GrRenderTarget> onWrapVulkanSecondaryCBAsRenderTarget(const SkImageInfo&,
const GrVkDrawableInfo&) override;
sk_sp<GrBuffer> onCreateBuffer(size_t size, GrGpuBufferType type, GrAccessPattern,
const void* data) override;
bool onReadPixels(GrSurface* surface, int left, int top, int width, int height, GrColorType,
void* buffer, size_t rowBytes) override;
bool onWritePixels(GrSurface* surface, int left, int top, int width, int height, GrColorType,
const GrMipLevel texels[], int mipLevelCount) override;
bool onTransferPixels(GrTexture*, int left, int top, int width, int height, GrColorType,
GrBuffer* transferBuffer, size_t offset, size_t rowBytes) override;
bool onCopySurface(GrSurface* dst, GrSurfaceOrigin dstOrigin, GrSurface* src,
GrSurfaceOrigin srcOrigin, const SkIRect& srcRect,
const SkIPoint& dstPoint, bool canDiscardOutsideDstRect) override;
void onFinishFlush(bool insertedSemaphores) override;
// Ends and submits the current command buffer to the queue and then creates a new command
// buffer and begins it. If sync is set to kForce_SyncQueue, the function will wait for all
// work in the queue to finish before returning. If this GrVkGpu object has any semaphores in
// fSemaphoreToSignal, we will add those signal semaphores to the submission of this command
// buffer. If this GrVkGpu object has any semaphores in fSemaphoresToWaitOn, we will add those
// wait semaphores to the submission of this command buffer.
void submitCommandBuffer(SyncQueue sync);
void internalResolveRenderTarget(GrRenderTarget*, bool requiresSubmit);
void copySurfaceAsCopyImage(GrSurface* dst, GrSurfaceOrigin dstOrigin,
GrSurface* src, GrSurfaceOrigin srcOrigin,
GrVkImage* dstImage, GrVkImage* srcImage,
const SkIRect& srcRect,
const SkIPoint& dstPoint);
void copySurfaceAsBlit(GrSurface* dst, GrSurfaceOrigin dstOrigin,
GrSurface* src, GrSurfaceOrigin srcOrigin,
GrVkImage* dstImage, GrVkImage* srcImage,
const SkIRect& srcRect,
const SkIPoint& dstPoint);
void copySurfaceAsResolve(GrSurface* dst, GrSurfaceOrigin dstOrigin,
GrSurface* src, GrSurfaceOrigin srcOrigin,
const SkIRect& srcRect,
const SkIPoint& dstPoint);
// helpers for onCreateTexture and writeTexturePixels
bool uploadTexDataLinear(GrVkTexture* tex, int left, int top, int width, int height,
GrColorType colorType, const void* data, size_t rowBytes);
bool uploadTexDataOptimal(GrVkTexture* tex, int left, int top, int width, int height,
GrColorType colorType, const GrMipLevel texels[], int mipLevelCount);
bool uploadTexDataCompressed(GrVkTexture* tex, int left, int top, int width, int height,
GrColorType dataColorType, const GrMipLevel texels[],
int mipLevelCount);
void resolveImage(GrSurface* dst, GrVkRenderTarget* src, const SkIRect& srcRect,
const SkIPoint& dstPoint);
#if GR_TEST_UTILS
bool createTestingOnlyVkImage(GrPixelConfig config, int w, int h, bool texturable,
bool renderable, GrMipMapped mipMapped, const void* srcData,
size_t srcRowBytes, GrVkImageInfo* info);
#endif
sk_sp<const GrVkInterface> fInterface;
sk_sp<GrVkMemoryAllocator> fMemoryAllocator;
sk_sp<GrVkCaps> fVkCaps;
VkInstance fInstance;
VkPhysicalDevice fPhysicalDevice;
VkDevice fDevice;
VkQueue fQueue; // Must be Graphics queue
uint32_t fQueueIndex;
// Created by GrVkGpu
GrVkResourceProvider fResourceProvider;
GrVkCommandPool* fCmdPool;
// just a raw pointer; object's lifespan is managed by fCmdPool
GrVkPrimaryCommandBuffer* fCurrentCmdBuffer;
SkSTArray<1, GrVkSemaphore::Resource*> fSemaphoresToWaitOn;
SkSTArray<1, GrVkSemaphore::Resource*> fSemaphoresToSignal;
SkTArray<std::unique_ptr<SkDrawable::GpuDrawHandler>> fDrawables;
VkPhysicalDeviceProperties fPhysDevProps;
VkPhysicalDeviceMemoryProperties fPhysDevMemProps;
GrVkCopyManager fCopyManager;
// compiler used for compiling sksl into spirv. We only want to create the compiler once since
// there is significant overhead to the first compile of any compiler.
SkSL::Compiler* fCompiler;
// We need a bool to track whether or not we've already disconnected all the gpu resources from
// vulkan context.
bool fDisconnected;
std::unique_ptr<GrVkGpuRTCommandBuffer> fCachedRTCommandBuffer;
std::unique_ptr<GrVkGpuTextureCommandBuffer> fCachedTexCommandBuffer;
typedef GrGpu INHERITED;
};
#endif