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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"
#ifdef SK_BUILD_FOR_ANDROID
extern "C" {
typedef struct AHardwareBuffer AHardwareBuffer;
}
#endif
namespace skgpu::graphite {
class VulkanCommandBuffer;
class VulkanDescriptorSet;
class VulkanFramebuffer;
class VulkanGraphicsPipeline;
class VulkanRenderPass;
class VulkanSharedContext;
class VulkanYcbcrConversion;
class VulkanResourceProvider final : public ResourceProvider {
public:
static constexpr size_t kIntrinsicConstantSize = sizeof(float) * 8; // float4 + 2xfloat2
static constexpr size_t kLoadMSAAVertexBufferSize = sizeof(float) * 8; // 4 points of 2 floats
using UniformBindGroupKey = FixedSizeKey<2 * VulkanGraphicsPipeline::kNumUniformBuffers>;
VulkanResourceProvider(SharedContext* sharedContext,
SingleOwner*,
uint32_t recorderID,
size_t resourceBudget,
sk_sp<Buffer> intrinsicConstantUniformBuffer,
sk_sp<Buffer> loadMSAAVertexBuffer);
~VulkanResourceProvider() override;
sk_sp<Buffer> refIntrinsicConstantBuffer() const;
const Buffer* loadMSAAVertexBuffer() const;
sk_sp<VulkanYcbcrConversion> findOrCreateCompatibleYcbcrConversion(
const VulkanYcbcrConversionInfo& ycbcrInfo) const;
private:
const VulkanSharedContext* vulkanSharedContext() const;
sk_sp<GraphicsPipeline> createGraphicsPipeline(const RuntimeEffectDictionary*,
const GraphicsPipelineDesc&,
const RenderPassDesc&) override;
sk_sp<ComputePipeline> createComputePipeline(const ComputePipelineDesc&) override;
sk_sp<Texture> createTexture(SkISize,
const TextureInfo&,
skgpu::Budgeted) 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;
sk_sp<VulkanFramebuffer> createFramebuffer(
const VulkanSharedContext*,
const skia_private::TArray<VkImageView>& attachmentViews,
const VulkanRenderPass&,
const int width,
const int height);
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;
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);
// Use a predetermined RenderPass key for finding/creating a RenderPass to avoid recreating it
sk_sp<VulkanRenderPass> findOrCreateRenderPassWithKnownKey(
const RenderPassDesc&, bool compatibleOnly, const GraphiteResourceKey& rpKey);
VkPipelineCache pipelineCache();
friend class VulkanCommandBuffer;
friend class VulkanGraphicsPipeline;
VkPipelineCache fPipelineCache = VK_NULL_HANDLE;
// Each render pass will need buffer space to record rtAdjust information. To minimize costly
// allocation calls and searching of the resource cache, we find & store a uniform buffer upon
// resource provider creation. This way, render passes across all command buffers can simply
// update the value within this buffer as needed.
sk_sp<Buffer> fIntrinsicUniformBuffer;
// Similary, use a shared buffer b/w all renderpasses to store vertices for loading MSAA from
// resolve.
sk_sp<Buffer> fLoadMSAAVertexBuffer;
// The first value of the pair is a renderpass key. Graphics pipeline keys contain extra
// information that we do not need for identifying unique pipelines.
skia_private::TArray<std::pair<GraphiteResourceKey,
sk_sp<VulkanGraphicsPipeline>>> fLoadMSAAPipelines;
// All of the following attributes are the same between all msaa load pipelines, so they only
// need to be created once and can then be stored.
VkShaderModule fMSAALoadVertShaderModule = VK_NULL_HANDLE;
VkShaderModule fMSAALoadFragShaderModule = VK_NULL_HANDLE;
VkPipelineShaderStageCreateInfo fMSAALoadShaderStageInfo[2];
VkPipelineLayout fMSAALoadPipelineLayout = VK_NULL_HANDLE;
SkLRUCache<UniformBindGroupKey, sk_sp<VulkanDescriptorSet>,
UniformBindGroupKey::Hash> fUniformBufferDescSetCache;
};
} // namespace skgpu::graphite
#endif // skgpu_graphite_VulkanResourceProvider_DEFINED