blob: 8839cdc481501d80458883ae6bb002e637ada5b2 [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.
*/
#include "experimental/graphite/src/Gpu.h"
#include "experimental/graphite/include/BackendTexture.h"
#include "experimental/graphite/include/TextureInfo.h"
#include "experimental/graphite/src/Caps.h"
#include "experimental/graphite/src/CommandBuffer.h"
#include "experimental/graphite/src/GpuWorkSubmission.h"
#include "experimental/graphite/src/Log.h"
#include "experimental/graphite/src/ResourceProvider.h"
#include "src/sksl/SkSLCompiler.h"
namespace skgpu {
// This constant determines how many OutstandingSubmissions are allocated together as a block in
// the deque. As such it needs to balance allocating too much memory vs. incurring
// allocation/deallocation thrashing. It should roughly correspond to the max number of outstanding
// submissions we expect to see.
static constexpr int kDefaultOutstandingAllocCnt = 8;
Gpu::Gpu(sk_sp<const Caps> caps)
: fOutstandingSubmissions(sizeof(OutstandingSubmission), kDefaultOutstandingAllocCnt)
, fCaps(std::move(caps)) {
// subclasses create their own subclassed resource provider
}
Gpu::~Gpu() {
// TODO: add disconnect?
// TODO: destroyResources instead?
// TODO: how do we handle command buffers that haven't been submitted yet?
this->checkForFinishedWork(SyncToCpu::kYes);
fResourceProvider.reset();
}
void Gpu::initCompiler() {
fCompiler = std::make_unique<SkSL::Compiler>(fCaps->shaderCaps());
}
sk_sp<const Caps> Gpu::refCaps() const {
return fCaps;
}
bool Gpu::submit(sk_sp<CommandBuffer> commandBuffer) {
if (!commandBuffer) {
return false;
}
#ifdef SK_DEBUG
if (!commandBuffer->hasWork()) {
SKGPU_LOG_W("Submitting empty command buffer!");
}
#endif
return this->onSubmit(std::move(commandBuffer));
}
void Gpu::checkForFinishedWork(SyncToCpu sync) {
if (sync == SyncToCpu::kYes) {
// wait for the last submission to finish
OutstandingSubmission* back = (OutstandingSubmission*)fOutstandingSubmissions.back();
if (back) {
(*back)->waitUntilFinished(this);
}
}
// Iterate over all the outstanding submissions to see if any have finished. The work
// submissions are in order from oldest to newest, so we start at the front to check if they
// have finished. If so we pop it off and move onto the next.
// Repeat till we find a submission that has not finished yet (and all others afterwards are
// also guaranteed to not have finished).
OutstandingSubmission* front = (OutstandingSubmission*)fOutstandingSubmissions.front();
while (front && (*front)->isFinished()) {
// Make sure we remove before deleting as deletion might try to kick off another submit
// (though hopefully *not* in Graphite).
fOutstandingSubmissions.pop_front();
// Since we used placement new we are responsible for calling the destructor manually.
front->~OutstandingSubmission();
front = (OutstandingSubmission*)fOutstandingSubmissions.front();
}
SkASSERT(sync == SyncToCpu::kNo || fOutstandingSubmissions.empty());
}
BackendTexture Gpu::createBackendTexture(SkISize dimensions, const TextureInfo& info) {
if (dimensions.isEmpty() || dimensions.width() > this->caps()->maxTextureSize() ||
dimensions.height() > this->caps()->maxTextureSize()) {
return {};
}
return this->onCreateBackendTexture(dimensions, info);
}
void Gpu::deleteBackendTexture(BackendTexture& texture) {
this->onDeleteBackendTexture(texture);
// Invalidate the texture;
texture = BackendTexture();
}
} // namespace skgpu