blob: 5e57afcd27c823bb666540ae3c06e2a935b33a47 [file] [log] [blame] [edit]
/*
* Copyright 2020 Google LLC.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/ganesh/gl/GrGLFinishCallbacks.h"
#include "include/gpu/GpuTypes.h"
#include "include/private/base/SkAssert.h"
#include "src/gpu/ganesh/gl/GrGLGpu.h"
#include <utility>
GrGLFinishCallbacks::GrGLFinishCallbacks(GrGLGpu* gpu) : fGpu(gpu) {}
GrGLFinishCallbacks::~GrGLFinishCallbacks() {
this->callAll(true);
}
void GrGLFinishCallbacks::add(skgpu::AutoCallback callback, GrGLint timerQuery) {
SkASSERT(callback);
FinishCallback finishCallback;
finishCallback.fCallback = std::move(callback);
finishCallback.fSync = fGpu->insertSync();
finishCallback.fTimerQuery = timerQuery;
fCallbacks.push_back(std::move(finishCallback));
}
void GrGLFinishCallbacks::check() {
// Bail after the first unfinished sync since we expect they signal in the order inserted.
while (!fCallbacks.empty() && fGpu->testSync(fCallbacks.front().fSync)) {
// While we are processing a proc we need to make sure to remove it from the callback list
// before calling it. This is because the client could trigger a call (e.g. calling
// flushAndSubmit(/*sync=*/true)) that has us process the finished callbacks. We also must
// process deleting the sync before a client may abandon the context.
auto& finishCallback = fCallbacks.front();
if (finishCallback.fSync) {
fGpu->deleteSync(finishCallback.fSync);
}
skgpu::GpuStats stats;
if (auto timerQuery = finishCallback.fTimerQuery) {
stats.elapsedTime = fGpu->getTimerQueryResult(timerQuery);
if (finishCallback.fCallback.receivesGpuStats()) {
finishCallback.fCallback.setStats(stats);
}
}
fCallbacks.pop_front();
}
}
void GrGLFinishCallbacks::callAll(bool doDelete) {
while (!fCallbacks.empty()) {
// While we are processing a proc we need to make sure to remove it from the callback list
// before calling it. This is because the client could trigger a call (e.g. calling
// flushAndSubmit(/*sync=*/true)) that has us process the finished callbacks. We also must
// process deleting the sync before a client may abandon the context.
auto& finishCallback = fCallbacks.front();
skgpu::GpuStats stats;
if (doDelete && finishCallback.fSync) {
fGpu->deleteSync(finishCallback.fSync);
if (finishCallback.fTimerQuery) {
stats.elapsedTime = fGpu->getTimerQueryResult(finishCallback.fTimerQuery);
if (finishCallback.fCallback.receivesGpuStats()) {
finishCallback.fCallback.setStats(stats);
}
}
}
fCallbacks.pop_front();
}
}