blob: 9149d18d16d2316e5d474f86610ecc817011b727 [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.
*/
#ifndef skgpu_Gpu_DEFINED
#define skgpu_Gpu_DEFINED
#include "include/core/SkRefCnt.h"
#include "include/core/SkSize.h"
#include "include/private/SkDeque.h"
#include "experimental/graphite/include/GraphiteTypes.h"
namespace SkSL {
class Compiler;
}
namespace skgpu {
class BackendTexture;
class Caps;
class CommandBuffer;
class GlobalCache;
class GpuWorkSubmission;
class ResourceProvider;
class TextureInfo;
// TODO: Figure out if we need to fission Gpu into parts that are needed by a Recorder and parts
// that are needed only by the Context. In general the Recorder part of Gpu should not be stateful
// as it will be shared and used by all Recorders. We also don't need calls like submit on the
// Recorders.
class Gpu : public SkRefCnt {
public:
~Gpu() override;
/**
* Gets the capabilities of the draw target.
*/
const Caps* caps() const { return fCaps.get(); }
sk_sp<const Caps> refCaps() const;
SkSL::Compiler* shaderCompiler() const { return fCompiler.get(); }
virtual std::unique_ptr<ResourceProvider> makeResourceProvider(sk_sp<GlobalCache>) const = 0;
bool submit(sk_sp<CommandBuffer>);
void checkForFinishedWork(SyncToCpu);
BackendTexture createBackendTexture(SkISize dimensions, const TextureInfo&);
void deleteBackendTexture(BackendTexture&);
#if GRAPHITE_TEST_UTILS
virtual void testingOnly_startCapture() {}
virtual void testingOnly_endCapture() {}
#endif
protected:
Gpu(sk_sp<const Caps>);
// Subclass must call this to initialize compiler in its constructor.
void initCompiler();
using OutstandingSubmission = std::unique_ptr<GpuWorkSubmission>;
SkDeque fOutstandingSubmissions;
private:
virtual bool onSubmit(sk_sp<CommandBuffer>) = 0;
virtual BackendTexture onCreateBackendTexture(SkISize dimensions, const TextureInfo&) = 0;
virtual void onDeleteBackendTexture(BackendTexture&) = 0;
sk_sp<const Caps> fCaps;
// Compiler used for compiling SkSL into backend shader code. We only want to create the
// compiler once, as there is significant overhead to the first compile.
std::unique_ptr<SkSL::Compiler> fCompiler;
};
} // namespace skgpu
#endif // skgpu_Gpu_DEFINED