blob: cc51d6ba27899a47dda4583cba13e3e4c21ce1ef [file] [log] [blame]
/*
* Copyright 2022 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_QueueManager_DEFINED
#define skgpu_graphite_QueueManager_DEFINED
#include "include/core/SkRefCnt.h"
#include "include/gpu/graphite/GraphiteTypes.h"
#include "include/private/base/SkDeque.h"
#include "include/private/base/SkTArray.h"
#include "src/core/SkTHash.h"
#include <memory>
#include <vector>
namespace skgpu::graphite {
class Buffer;
class CommandBuffer;
class Context;
class GpuWorkSubmission;
struct InsertRecordingInfo;
class ResourceProvider;
class SharedContext;
class Task;
class UploadBufferManager;
/**
* QueueManager class manages all our command buffers and making sure they are submitted to the GPU
* in the correct order. Each backend subclasses this class in order to specialize how it gets
* new command buffers and how they are submitted
*
* The class also supports sending commands to either a protected command buffer or a non-protected
* command buffer. When we are in a non-protected Context, all commands will use non-protected
* command buffers. When we are in a protected Context, the majority of commands will all go to a
* protected command buffer (e.g. everything coming in via addRecording). However, there are cases
* where we need to do some commands in a non-protected command buffer. One specific example of this
* is when uploading data to a buffer that is read in the vertex shader. Protected memory is not
* allowed to be accessed in a vertex shader, so all resources must be non-protected. That means if
* we need to copy data into these resources, those copy operations must occur in a non-protected
* command buffer. The only way to current request a command buffer that does not match the
* protectedness of the Context is to call addTask directly here. We do not support intermixing
* calls to a protected and non-protected command buffer without calling submit beforehand. If you
* want to switch which type of command is being recorded, you must make sure to call submitToGpu
* before recording the new commands.
*/
class QueueManager {
public:
virtual ~QueueManager();
// Adds the commands from the passed in Recording to the current CommandBuffer
[[nodiscard]] bool addRecording(const InsertRecordingInfo&, Context*);
// Adds the commands from the passed in Task to the current CommandBuffer
[[nodiscard]] bool addTask(Task*, Context*, Protected);
// Adds a proc that will be called when the current CommandBuffer is submitted and finishes
[[nodiscard]] bool addFinishInfo(const InsertFinishInfo&,
ResourceProvider*,
SkSpan<const sk_sp<Buffer>> buffersToAsyncMap = {});
[[nodiscard]] bool submitToGpu();
[[nodiscard]] bool hasUnfinishedGpuWork();
void checkForFinishedWork(SyncToCpu);
#if defined(GPU_TEST_UTILS)
virtual void startCapture() {}
virtual void stopCapture() {}
#endif
void returnCommandBuffer(std::unique_ptr<CommandBuffer>);
virtual void tick() const {}
void addUploadBufferManagerRefs(UploadBufferManager*);
protected:
QueueManager(const SharedContext* sharedContext);
using OutstandingSubmission = std::unique_ptr<GpuWorkSubmission>;
const SharedContext* fSharedContext;
std::unique_ptr<CommandBuffer> fCurrentCommandBuffer;
private:
virtual std::unique_ptr<CommandBuffer> getNewCommandBuffer(ResourceProvider*, Protected) = 0;
virtual OutstandingSubmission onSubmitToGpu() = 0;
bool setupCommandBuffer(ResourceProvider*, Protected);
std::vector<std::unique_ptr<CommandBuffer>>* getAvailableCommandBufferList(Protected);
SkDeque fOutstandingSubmissions;
std::vector<std::unique_ptr<CommandBuffer>> fAvailableCommandBuffers;
std::vector<std::unique_ptr<CommandBuffer>> fAvailableProtectedCommandBuffers;
skia_private::THashMap<uint32_t, uint32_t> fLastAddedRecordingIDs;
};
} // namespace skgpu::graphite
#endif // skgpu_graphite_QueueManager_DEFINED