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/*
* 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_VulkanResourceProvider_DEFINED
#define skgpu_graphite_VulkanResourceProvider_DEFINED
#include "src/gpu/graphite/ResourceProvider.h"
#include "src/gpu/graphite/vk/VulkanGraphicsPipeline.h"
#include "include/gpu/vk/VulkanTypes.h"
#include "src/core/SkLRUCache.h"
#include "src/core/SkTHash.h"
#include "src/gpu/graphite/DescriptorData.h"
#include "src/gpu/graphite/vk/VulkanRenderPass.h"
#ifdef SK_BUILD_FOR_ANDROID
extern "C" {
typedef struct AHardwareBuffer AHardwareBuffer;
}
#endif
namespace skgpu::graphite {
class VulkanCommandBuffer;
class VulkanDescriptorSet;
class VulkanFramebuffer;
class VulkanGraphicsPipeline;
class VulkanSharedContext;
class VulkanTexture;
class VulkanYcbcrConversion;
class VulkanResourceProvider final : public ResourceProvider {
public:
static constexpr size_t kIntrinsicConstantSize = sizeof(float) * 8; // float4 + 2xfloat2
// Intrinsic constant rtAdjust value is needed by the vertex shader. Dst copy bounds are needed
// in the frag shader.
static constexpr VkShaderStageFlagBits kIntrinsicConstantStageFlags =
VkShaderStageFlagBits(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
static constexpr size_t kLoadMSAAPushConstantSize = sizeof(float) * 4;
static constexpr VkShaderStageFlagBits kLoadMSAAPushConstantStageFlags =
VK_SHADER_STAGE_VERTEX_BIT;
using UniformBindGroupKey = FixedSizeKey<2 * VulkanGraphicsPipeline::kNumUniformBuffers>;
VulkanResourceProvider(SharedContext* sharedContext,
SingleOwner*,
uint32_t recorderID,
size_t resourceBudget);
~VulkanResourceProvider() override;
sk_sp<VulkanYcbcrConversion> findOrCreateCompatibleYcbcrConversion(
const VulkanYcbcrConversionInfo& ycbcrInfo) const;
sk_sp<VulkanDescriptorSet> findOrCreateDescriptorSet(SkSpan<DescriptorData>);
sk_sp<VulkanDescriptorSet> findOrCreateUniformBuffersDescriptorSet(
SkSpan<DescriptorData> requestedDescriptors,
SkSpan<BindBufferInfo> bindUniformBufferInfo);
sk_sp<VulkanGraphicsPipeline> findOrCreateLoadMSAAPipeline(const RenderPassDesc&);
// Find or create a compatible (needed when creating a framebuffer and graphics pipeline) or
// full (needed when beginning a render pass from the command buffer) RenderPass.
sk_sp<VulkanRenderPass> findOrCreateRenderPass(const RenderPassDesc&, bool compatibleOnly);
VkPipelineLayout mockPipelineLayout() const { return fMockPipelineLayout; }
sk_sp<VulkanFramebuffer> findOrCreateFramebuffer(const VulkanSharedContext*,
VulkanTexture* colorTexture,
VulkanTexture* resolveTexture,
VulkanTexture* depthStencilTexture,
const RenderPassDesc&,
const VulkanRenderPass&,
const int width,
const int height);
private:
const VulkanSharedContext* vulkanSharedContext() const;
// VulkanSharedContext::pipelineCompileWasRequired() - which drives PipelineCache persistence
// - modifies the SharedContext so, when creating Pipelines, the ResourceProvider must
// provide a non-const SharedContext.
VulkanSharedContext* nonConstVulkanSharedContext();
sk_sp<ComputePipeline> createComputePipeline(const ComputePipelineDesc&) override;
sk_sp<Texture> createTexture(SkISize, const TextureInfo&) override;
sk_sp<Texture> onCreateWrappedTexture(const BackendTexture&) override;
sk_sp<Buffer> createBuffer(size_t size, BufferType type, AccessPattern) override;
sk_sp<Sampler> createSampler(const SamplerDesc&) override;
BackendTexture onCreateBackendTexture(SkISize dimensions, const TextureInfo&) override;
#ifdef SK_BUILD_FOR_ANDROID
BackendTexture onCreateBackendTexture(AHardwareBuffer*,
bool isRenderable,
bool isProtectedContent,
SkISize dimensions,
bool fromAndroidWindow) const override;
#endif
void onDeleteBackendTexture(const BackendTexture&) override;
// Certain operations only need to occur once per renderpass (updating push constants and, if
// necessary, binding the dst texture as an input attachment). It is useful to have a
// mock pipeline layout that has compatible push constant parameters and input attachment
// descriptor set with all other real pipeline layouts such that it can be reused across command
// buffers to perform these operations even before we bind any pipelines.
VkPipelineLayout fMockPipelineLayout;
// The first value of the pair is a hash of the render pass excluding state that make the render
// pass compatible, as calcualted by VulkanCaps::GetRenderPassDescKeyForPipeline.
skia_private::TArray<std::pair<uint32_t, sk_sp<VulkanGraphicsPipeline>>> fLoadMSAAPipelines;
// The shader modules and pipeline layout can be shared for all loadMSAA pipelines.
std::unique_ptr<VulkanProgramInfo> fLoadMSAAProgram;
SkLRUCache<UniformBindGroupKey, sk_sp<VulkanDescriptorSet>,
UniformBindGroupKey::Hash> fUniformBufferDescSetCache;
};
} // namespace skgpu::graphite
#endif // skgpu_graphite_VulkanResourceProvider_DEFINED