/* * Copyright 2020 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrDirectContext_DEFINED #define GrDirectContext_DEFINED #include "include/core/SkColor.h" #include "include/core/SkRefCnt.h" #include "include/core/SkTypes.h" #include "include/gpu/GpuTypes.h" #include "include/gpu/ganesh/GrContextOptions.h" #include "include/gpu/ganesh/GrRecordingContext.h" #include "include/gpu/ganesh/GrTypes.h" #include #include #include #include #include class GrAtlasManager; class GrBackendSemaphore; class GrBackendFormat; class GrBackendTexture; class GrBackendRenderTarget; class GrClientMappedBufferManager; class GrContextThreadSafeProxy; class GrDirectContextPriv; class GrGpu; class GrResourceCache; class GrResourceProvider; class SkData; class SkImage; class SkPixmap; class SkSurface; class SkTaskGroup; class SkTraceMemoryDump; enum SkColorType : int; enum class SkTextureCompressionType; struct GrMockOptions; struct GrD3DBackendContext; // IWYU pragma: keep namespace skgpu { class MutableTextureState; #if !defined(SK_ENABLE_OPTIMIZE_SIZE) namespace ganesh { class SmallPathAtlasMgr; } #endif } namespace sktext { namespace gpu { class StrikeCache; } } namespace wgpu { class Device; } // IWYU pragma: keep namespace SkSurfaces { enum class BackendSurfaceAccess; } class SK_API GrDirectContext : public GrRecordingContext { public: #ifdef SK_DIRECT3D /** * Makes a GrDirectContext which uses Direct3D as the backend. The Direct3D context * must be kept alive until the returned GrDirectContext is first destroyed or abandoned. */ static sk_sp MakeDirect3D(const GrD3DBackendContext&, const GrContextOptions&); static sk_sp MakeDirect3D(const GrD3DBackendContext&); #endif static sk_sp MakeMock(const GrMockOptions*, const GrContextOptions&); static sk_sp MakeMock(const GrMockOptions*); ~GrDirectContext() override; /** * The context normally assumes that no outsider is setting state * within the underlying 3D API's context/device/whatever. This call informs * the context that the state was modified and it should resend. Shouldn't * be called frequently for good performance. * The flag bits, state, is dependent on which backend is used by the * context, either GL or D3D (possible in future). */ void resetContext(uint32_t state = kAll_GrBackendState); /** * If the backend is GrBackendApi::kOpenGL, then all texture unit/target combinations for which * the context has modified the bound texture will have texture id 0 bound. This does not * flush the context. Calling resetContext() does not change the set that will be bound * to texture id 0 on the next call to resetGLTextureBindings(). After this is called * all unit/target combinations are considered to have unmodified bindings until the context * subsequently modifies them (meaning if this is called twice in a row with no intervening * context usage then the second call is a no-op.) */ void resetGLTextureBindings(); /** * Abandons all GPU resources and assumes the underlying backend 3D API context is no longer * usable. Call this if you have lost the associated GPU context, and thus internal texture, * buffer, etc. references/IDs are now invalid. Calling this ensures that the destructors of the * context and any of its created resource objects will not make backend 3D API calls. Content * rendered but not previously flushed may be lost. After this function is called all subsequent * calls on the context will fail or be no-ops. * * The typical use case for this function is that the underlying 3D context was lost and further * API calls may crash. * * This call is not valid to be made inside ReleaseProcs passed into SkSurface or SkImages. The * call will simply fail (and assert in debug) if it is called while inside a ReleaseProc. * * For Vulkan, even if the device becomes lost, the VkQueue, VkDevice, or VkInstance used to * create the context must be kept alive even after abandoning the context. Those objects must * live for the lifetime of the context object itself. The reason for this is so that * we can continue to delete any outstanding GrBackendTextures/RenderTargets which must be * cleaned up even in a device lost state. */ void abandonContext() override; /** * Returns true if the context was abandoned or if the backend specific context has gotten into * an unrecoverarble, lost state (e.g. in Vulkan backend if we've gotten a * VK_ERROR_DEVICE_LOST). If the backend context is lost, this call will also abandon this * context. */ bool abandoned() override; /** * Returns true if the backend specific context has gotten into an unrecoverarble, lost state * (e.g. in Vulkan backend if we've gotten a VK_ERROR_DEVICE_LOST). If the backend context is * lost, this call will also abandon this context. */ bool isDeviceLost(); // TODO: Remove this from public after migrating Chrome. sk_sp threadSafeProxy(); /** * Checks if the underlying 3D API reported an out-of-memory error. If this returns true it is * reset and will return false until another out-of-memory error is reported by the 3D API. If * the context is abandoned then this will report false. * * Currently this is implemented for: * * OpenGL [ES] - Note that client calls to glGetError() may swallow GL_OUT_OF_MEMORY errors and * therefore hide the error from Skia. Also, it is not advised to use this in combination with * enabling GrContextOptions::fSkipGLErrorChecks. That option may prevent the context from ever * checking the GL context for OOM. * * Vulkan - Reports true if VK_ERROR_OUT_OF_HOST_MEMORY or VK_ERROR_OUT_OF_DEVICE_MEMORY has * occurred. */ bool oomed(); /** * This is similar to abandonContext() however the underlying 3D context is not yet lost and * the context will cleanup all allocated resources before returning. After returning it will * assume that the underlying context may no longer be valid. * * The typical use case for this function is that the client is going to destroy the 3D context * but can't guarantee that context will be destroyed first (perhaps because it may be ref'ed * elsewhere by either the client or Skia objects). * * For Vulkan, even if the device becomes lost, the VkQueue, VkDevice, or VkInstance used to * create the context must be alive before calling releaseResourcesAndAbandonContext. */ void releaseResourcesAndAbandonContext(); /////////////////////////////////////////////////////////////////////////// // Resource Cache /** DEPRECATED * Return the current GPU resource cache limits. * * @param maxResources If non-null, will be set to -1. * @param maxResourceBytes If non-null, returns maximum number of bytes of * video memory that can be held in the cache. */ void getResourceCacheLimits(int* maxResources, size_t* maxResourceBytes) const; /** * Return the current GPU resource cache limit in bytes. */ size_t getResourceCacheLimit() const; /** * Gets the current GPU resource cache usage. * * @param resourceCount If non-null, returns the number of resources that are held in the * cache. * @param maxResourceBytes If non-null, returns the total number of bytes of video memory held * in the cache. */ void getResourceCacheUsage(int* resourceCount, size_t* resourceBytes) const; /** * Gets the number of bytes in the cache consumed by purgeable (e.g. unlocked) resources. */ size_t getResourceCachePurgeableBytes() const; /** DEPRECATED * Specify the GPU resource cache limits. If the current cache exceeds the maxResourceBytes * limit, it will be purged (LRU) to keep the cache within the limit. * * @param maxResources Unused. * @param maxResourceBytes The maximum number of bytes of video memory * that can be held in the cache. */ void setResourceCacheLimits(int maxResources, size_t maxResourceBytes); /** * Specify the GPU resource cache limit. If the cache currently exceeds this limit, * it will be purged (LRU) to keep the cache within the limit. * * @param maxResourceBytes The maximum number of bytes of video memory * that can be held in the cache. */ void setResourceCacheLimit(size_t maxResourceBytes); /** * Frees GPU created by the context. Can be called to reduce GPU memory * pressure. */ void freeGpuResources(); /** * Purge GPU resources that haven't been used in the past 'msNotUsed' milliseconds or are * otherwise marked for deletion, regardless of whether the context is under budget. * * @param msNotUsed Only unlocked resources not used in these last milliseconds will be * cleaned up. * @param opts Specify which resources should be cleaned up. If kScratchResourcesOnly * then, all unlocked scratch resources older than 'msNotUsed' will be purged * but the unlocked resources with persistent data will remain. If * kAllResources */ void performDeferredCleanup( std::chrono::milliseconds msNotUsed, GrPurgeResourceOptions opts = GrPurgeResourceOptions::kAllResources); // Temporary compatibility API for Android. void purgeResourcesNotUsedInMs(std::chrono::milliseconds msNotUsed) { this->performDeferredCleanup(msNotUsed); } /** * Purge unlocked resources from the cache until the the provided byte count has been reached * or we have purged all unlocked resources. The default policy is to purge in LRU order, but * can be overridden to prefer purging scratch resources (in LRU order) prior to purging other * resource types. * * @param maxBytesToPurge the desired number of bytes to be purged. * @param preferScratchResources If true scratch resources will be purged prior to other * resource types. */ void purgeUnlockedResources(size_t bytesToPurge, bool preferScratchResources); /** * This entry point is intended for instances where an app has been backgrounded or * suspended. * If 'scratchResourcesOnly' is true all unlocked scratch resources will be purged but the * unlocked resources with persistent data will remain. If 'scratchResourcesOnly' is false * then all unlocked resources will be purged. * In either case, after the unlocked resources are purged a separate pass will be made to * ensure that resource usage is under budget (i.e., even if 'scratchResourcesOnly' is true * some resources with persistent data may be purged to be under budget). * * @param opts If kScratchResourcesOnly only unlocked scratch resources will be purged prior * enforcing the budget requirements. */ void purgeUnlockedResources(GrPurgeResourceOptions opts); /* * Gets the types of GPU stats supported by this Context. */ skgpu::GpuStatsFlags supportedGpuStats() const; /** * Gets the maximum supported texture size. */ using GrRecordingContext::maxTextureSize; /** * Gets the maximum supported render target size. */ using GrRecordingContext::maxRenderTargetSize; /** * Can a SkImage be created with the given color type. */ using GrRecordingContext::colorTypeSupportedAsImage; /** * Does this context support protected content? */ using GrRecordingContext::supportsProtectedContent; /** * Can a SkSurface be created with the given color type. To check whether MSAA is supported * use maxSurfaceSampleCountForColorType(). */ using GrRecordingContext::colorTypeSupportedAsSurface; /** * Gets the maximum supported sample count for a color type. 1 is returned if only non-MSAA * rendering is supported for the color type. 0 is returned if rendering to this color type * is not supported at all. */ using GrRecordingContext::maxSurfaceSampleCountForColorType; /////////////////////////////////////////////////////////////////////////// // Misc. /** * Inserts a list of GPU semaphores that the current GPU-backed API must wait on before * executing any more commands on the GPU. We only guarantee blocking transfer and fragment * shader work, but may block earlier stages as well depending on the backend.If this call * returns false, then the GPU back-end will not wait on any passed in semaphores, and the * client will still own the semaphores, regardless of the value of deleteSemaphoresAfterWait. * * If deleteSemaphoresAfterWait is false then Skia will not delete the semaphores. In this case * it is the client's responsibility to not destroy or attempt to reuse the semaphores until it * knows that Skia has finished waiting on them. This can be done by using finishedProcs on * flush calls. * * This is not supported on the GL backend. */ bool wait(int numSemaphores, const GrBackendSemaphore* waitSemaphores, bool deleteSemaphoresAfterWait = true); /** * Call to ensure all drawing to the context has been flushed and submitted to the underlying 3D * API. This is equivalent to calling GrContext::flush with a default GrFlushInfo followed by * GrContext::submit(sync). */ void flushAndSubmit(GrSyncCpu sync = GrSyncCpu::kNo) { this->flush(GrFlushInfo()); this->submit(sync); } /** * Call to ensure all drawing to the context has been flushed to underlying 3D API specific * objects. A call to `submit` is always required to ensure work is actually sent to * the gpu. Some specific API details: * GL: Commands are actually sent to the driver, but glFlush is never called. Thus some * sync objects from the flush will not be valid until a submission occurs. * * Vulkan/Metal/D3D/Dawn: Commands are recorded to the backend APIs corresponding command * buffer or encoder objects. However, these objects are not sent to the gpu until a * submission occurs. * * If the return is GrSemaphoresSubmitted::kYes, only initialized GrBackendSemaphores will be * submitted to the gpu during the next submit call (it is possible Skia failed to create a * subset of the semaphores). The client should not wait on these semaphores until after submit * has been called, and must keep them alive until then. If this call returns * GrSemaphoresSubmitted::kNo, the GPU backend will not submit any semaphores to be signaled on * the GPU. Thus the client should not have the GPU wait on any of the semaphores passed in with * the GrFlushInfo. Regardless of whether semaphores were submitted to the GPU or not, the * client is still responsible for deleting any initialized semaphores. * Regardless of semaphore submission the context will still be flushed. It should be * emphasized that a return value of GrSemaphoresSubmitted::kNo does not mean the flush did not * happen. It simply means there were no semaphores submitted to the GPU. A caller should only * take this as a failure if they passed in semaphores to be submitted. */ GrSemaphoresSubmitted flush(const GrFlushInfo& info); void flush() { this->flush(GrFlushInfo()); } /** Flushes any pending uses of texture-backed images in the GPU backend. If the image is not * texture-backed (including promise texture images) or if the GrDirectContext does not * have the same context ID as the context backing the image then this is a no-op. * If the image was not used in any non-culled draws in the current queue of work for the * passed GrDirectContext then this is a no-op unless the GrFlushInfo contains semaphores or * a finish proc. Those are respected even when the image has not been used. * @param image the non-null image to flush. * @param info flush options */ GrSemaphoresSubmitted flush(const sk_sp& image, const GrFlushInfo& info); void flush(const sk_sp& image); /** Version of flush() that uses a default GrFlushInfo. Also submits the flushed work to the * GPU. */ void flushAndSubmit(const sk_sp& image); /** Issues pending SkSurface commands to the GPU-backed API objects and resolves any SkSurface * MSAA. A call to GrDirectContext::submit is always required to ensure work is actually sent * to the gpu. Some specific API details: * GL: Commands are actually sent to the driver, but glFlush is never called. Thus some * sync objects from the flush will not be valid until a submission occurs. * * Vulkan/Metal/D3D/Dawn: Commands are recorded to the backend APIs corresponding command * buffer or encoder objects. However, these objects are not sent to the gpu until a * submission occurs. * * The work that is submitted to the GPU will be dependent on the BackendSurfaceAccess that is * passed in. * * If BackendSurfaceAccess::kNoAccess is passed in all commands will be issued to the GPU. * * If BackendSurfaceAccess::kPresent is passed in and the backend API is not Vulkan, it is * treated the same as kNoAccess. If the backend API is Vulkan, the VkImage that backs the * SkSurface will be transferred back to its original queue. If the SkSurface was created by * wrapping a VkImage, the queue will be set to the queue which was originally passed in on * the GrVkImageInfo. Additionally, if the original queue was not external or foreign the * layout of the VkImage will be set to VK_IMAGE_LAYOUT_PRESENT_SRC_KHR. * * The GrFlushInfo describes additional options to flush. Please see documentation at * GrFlushInfo for more info. * * If the return is GrSemaphoresSubmitted::kYes, only initialized GrBackendSemaphores will be * submitted to the gpu during the next submit call (it is possible Skia failed to create a * subset of the semaphores). The client should not wait on these semaphores until after submit * has been called, but must keep them alive until then. If a submit flag was passed in with * the flush these valid semaphores can we waited on immediately. If this call returns * GrSemaphoresSubmitted::kNo, the GPU backend will not submit any semaphores to be signaled on * the GPU. Thus the client should not have the GPU wait on any of the semaphores passed in * with the GrFlushInfo. Regardless of whether semaphores were submitted to the GPU or not, the * client is still responsible for deleting any initialized semaphores. * Regardless of semaphore submission the context will still be flushed. It should be * emphasized that a return value of GrSemaphoresSubmitted::kNo does not mean the flush did not * happen. It simply means there were no semaphores submitted to the GPU. A caller should only * take this as a failure if they passed in semaphores to be submitted. * * Pending surface commands are flushed regardless of the return result. * * @param surface The GPU backed surface to be flushed. Has no effect on a CPU-backed surface. * @param access type of access the call will do on the backend object after flush * @param info flush options */ GrSemaphoresSubmitted flush(SkSurface* surface, SkSurfaces::BackendSurfaceAccess access, const GrFlushInfo& info); /** * Same as above except: * * If a skgpu::MutableTextureState is passed in, at the end of the flush we will transition * the surface to be in the state requested by the skgpu::MutableTextureState. If the surface * (or SkImage or GrBackendSurface wrapping the same backend object) is used again after this * flush the state may be changed and no longer match what is requested here. This is often * used if the surface will be used for presenting or external use and the client wants backend * object to be prepped for that use. A finishedProc or semaphore on the GrFlushInfo will also * include the work for any requested state change. * * If the backend API is Vulkan, the caller can set the skgpu::MutableTextureState's * VkImageLayout to VK_IMAGE_LAYOUT_UNDEFINED or queueFamilyIndex to VK_QUEUE_FAMILY_IGNORED to * tell Skia to not change those respective states. * * @param surface The GPU backed surface to be flushed. Has no effect on a CPU-backed surface. * @param info flush options * @param newState optional state change request after flush */ GrSemaphoresSubmitted flush(SkSurface* surface, const GrFlushInfo& info, const skgpu::MutableTextureState* newState = nullptr); /** Call to ensure all reads/writes of the surface have been issued to the underlying 3D API. * Skia will correctly order its own draws and pixel operations. This must to be used to ensure * correct ordering when the surface backing store is accessed outside Skia (e.g. direct use of * the 3D API or a windowing system). This is equivalent to * calling ::flush with a default GrFlushInfo followed by ::submit(syncCpu). * * Has no effect on a CPU-backed surface. */ void flushAndSubmit(SkSurface* surface, GrSyncCpu sync = GrSyncCpu::kNo); /** * Flushes the given surface with the default GrFlushInfo. * * Has no effect on a CPU-backed surface. */ void flush(SkSurface* surface); /** * Submit outstanding work to the gpu from all previously un-submitted flushes. The return * value of the submit will indicate whether or not the submission to the GPU was successful. * * If the call returns true, all previously passed in semaphores in flush calls will have been * submitted to the GPU and they can safely be waited on. The caller should wait on those * semaphores or perform some other global synchronization before deleting the semaphores. * * If it returns false, then those same semaphores will not have been submitted and we will not * try to submit them again. The caller is free to delete the semaphores at any time. * * If GrSubmitInfo::fSync flag is GrSyncCpu::kYes, this function will return once the gpu has * finished with all submitted work. * * If GrSubmitInfo::fMarkBoundary flag is GrMarkFrameBoundary::kYes and the GPU supports a way * to be notified about frame boundaries, then we will notify the GPU during/after the * submission of work to the GPU. GrSubmitInfo::fFrameID is a frame ID that is passed to the * GPU when marking a boundary. Ideally this value should be unique for each frame. Currently * marking frame boundaries is only supported with the Vulkan backend and only if the * VK_EXT_frame_boudnary extenstion is available. */ bool submit(const GrSubmitInfo&); bool submit(GrSyncCpu sync = GrSyncCpu::kNo) { GrSubmitInfo info; info.fSync = sync; return this->submit(info); } /** * Checks whether any asynchronous work is complete and if so calls related callbacks. */ void checkAsyncWorkCompletion(); /** Enumerates all cached GPU resources and dumps their memory to traceMemoryDump. */ // Chrome is using this! void dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const; bool supportsDistanceFieldText() const; void storeVkPipelineCacheData(); /** * Retrieve the default GrBackendFormat for a given SkColorType and renderability. * It is guaranteed that this backend format will be the one used by the following * SkColorType and GrSurfaceCharacterization-based createBackendTexture methods. * * The caller should check that the returned format is valid. */ using GrRecordingContext::defaultBackendFormat; /** * The explicitly allocated backend texture API allows clients to use Skia to create backend * objects outside of Skia proper (i.e., Skia's caching system will not know about them.) * * It is the client's responsibility to delete all these objects (using deleteBackendTexture) * before deleting the context used to create them. If the backend is Vulkan, the textures must * be deleted before abandoning the context as well. Additionally, clients should only delete * these objects on the thread for which that context is active. * * The client is responsible for ensuring synchronization between different uses * of the backend object (i.e., wrapping it in a surface, rendering to it, deleting the * surface, rewrapping it in a image and drawing the image will require explicit * synchronization on the client's part). */ /** * If possible, create an uninitialized backend texture. The client should ensure that the * returned backend texture is valid. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_UNDEFINED. */ GrBackendTexture createBackendTexture(int width, int height, const GrBackendFormat&, skgpu::Mipmapped, GrRenderable, GrProtected = GrProtected::kNo, std::string_view label = {}); /** * If possible, create an uninitialized backend texture. The client should ensure that the * returned backend texture is valid. * If successful, the created backend texture will be compatible with the provided * SkColorType. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_UNDEFINED. */ GrBackendTexture createBackendTexture(int width, int height, SkColorType, skgpu::Mipmapped, GrRenderable, GrProtected = GrProtected::kNo, std::string_view label = {}); /** * If possible, create a backend texture initialized to a particular color. The client should * ensure that the returned backend texture is valid. The client can pass in a finishedProc * to be notified when the data has been uploaded by the gpu and the texture can be deleted. The * client is required to call `submit` to send the upload work to the gpu. The * finishedProc will always get called even if we failed to create the GrBackendTexture. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ GrBackendTexture createBackendTexture(int width, int height, const GrBackendFormat&, const SkColor4f& color, skgpu::Mipmapped, GrRenderable, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr, std::string_view label = {}); /** * If possible, create a backend texture initialized to a particular color. The client should * ensure that the returned backend texture is valid. The client can pass in a finishedProc * to be notified when the data has been uploaded by the gpu and the texture can be deleted. The * client is required to call `submit` to send the upload work to the gpu. The * finishedProc will always get called even if we failed to create the GrBackendTexture. * If successful, the created backend texture will be compatible with the provided * SkColorType. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ GrBackendTexture createBackendTexture(int width, int height, SkColorType, const SkColor4f& color, skgpu::Mipmapped, GrRenderable, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr, std::string_view label = {}); /** * If possible, create a backend texture initialized with the provided pixmap data. The client * should ensure that the returned backend texture is valid. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call `submit` to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture. * If successful, the created backend texture will be compatible with the provided * pixmap(s). Compatible, in this case, means that the backend format will be the result * of calling defaultBackendFormat on the base pixmap's colortype. The src data can be deleted * when this call returns. * If numLevels is 1 a non-mipmapped texture will result. If a mipmapped texture is desired * the data for all the mipmap levels must be provided. In the mipmapped case all the * colortypes of the provided pixmaps must be the same. Additionally, all the miplevels * must be sized correctly (please see SkMipmap::ComputeLevelSize and ComputeLevelCount). The * GrSurfaceOrigin controls whether the pixmap data is vertically flipped in the texture. * Note: the pixmap's alphatypes and colorspaces are ignored. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ GrBackendTexture createBackendTexture(const SkPixmap srcData[], int numLevels, GrSurfaceOrigin, GrRenderable, GrProtected, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr, std::string_view label = {}); /** * Convenience version createBackendTexture() that takes just a base level pixmap. */ GrBackendTexture createBackendTexture(const SkPixmap& srcData, GrSurfaceOrigin textureOrigin, GrRenderable renderable, GrProtected isProtected, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr, std::string_view label = {}); // Deprecated versions that do not take origin and assume top-left. GrBackendTexture createBackendTexture(const SkPixmap srcData[], int numLevels, GrRenderable renderable, GrProtected isProtected, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr, std::string_view label = {}); GrBackendTexture createBackendTexture(const SkPixmap& srcData, GrRenderable renderable, GrProtected isProtected, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr, std::string_view label = {}); /** * If possible, updates a backend texture to be filled to a particular color. The client should * check the return value to see if the update was successful. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call `submit` to send the upload work to the gpu. * The finishedProc will always get called even if we failed to update the GrBackendTexture. * For the Vulkan backend after a successful update the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ bool updateBackendTexture(const GrBackendTexture&, const SkColor4f& color, GrGpuFinishedProc finishedProc, GrGpuFinishedContext finishedContext); /** * If possible, updates a backend texture to be filled to a particular color. The data in * GrBackendTexture and passed in color is interpreted with respect to the passed in * SkColorType. The client should check the return value to see if the update was successful. * The client can pass in a finishedProc to be notified when the data has been uploaded by the * gpu and the texture can be deleted. The client is required to call `submit` to send * the upload work to the gpu. The finishedProc will always get called even if we failed to * update the GrBackendTexture. * For the Vulkan backend after a successful update the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ bool updateBackendTexture(const GrBackendTexture&, SkColorType skColorType, const SkColor4f& color, GrGpuFinishedProc finishedProc, GrGpuFinishedContext finishedContext); /** * If possible, updates a backend texture filled with the provided pixmap data. The client * should check the return value to see if the update was successful. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call `submit` to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture. * The backend texture must be compatible with the provided pixmap(s). Compatible, in this case, * means that the backend format is compatible with the base pixmap's colortype. The src data * can be deleted when this call returns. * If the backend texture is mip mapped, the data for all the mipmap levels must be provided. * In the mipmapped case all the colortypes of the provided pixmaps must be the same. * Additionally, all the miplevels must be sized correctly (please see * SkMipmap::ComputeLevelSize and ComputeLevelCount). The GrSurfaceOrigin controls whether the * pixmap data is vertically flipped in the texture. * Note: the pixmap's alphatypes and colorspaces are ignored. * For the Vulkan backend after a successful update the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ bool updateBackendTexture(const GrBackendTexture&, const SkPixmap srcData[], int numLevels, GrSurfaceOrigin = kTopLeft_GrSurfaceOrigin, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); /** * Convenience version of updateBackendTexture that takes just a base level pixmap. */ bool updateBackendTexture(const GrBackendTexture& texture, const SkPixmap& srcData, GrSurfaceOrigin textureOrigin = kTopLeft_GrSurfaceOrigin, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr) { return this->updateBackendTexture(texture, &srcData, 1, textureOrigin, finishedProc, finishedContext); } // Deprecated version that does not take origin and assumes top-left. bool updateBackendTexture(const GrBackendTexture& texture, const SkPixmap srcData[], int numLevels, GrGpuFinishedProc finishedProc, GrGpuFinishedContext finishedContext); /** * Retrieve the GrBackendFormat for a given SkTextureCompressionType. This is * guaranteed to match the backend format used by the following * createCompressedBackendTexture methods that take a CompressionType. * * The caller should check that the returned format is valid. */ using GrRecordingContext::compressedBackendFormat; /** *If possible, create a compressed backend texture initialized to a particular color. The * client should ensure that the returned backend texture is valid. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call `submit` to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture. * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ GrBackendTexture createCompressedBackendTexture(int width, int height, const GrBackendFormat&, const SkColor4f& color, skgpu::Mipmapped, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); GrBackendTexture createCompressedBackendTexture(int width, int height, SkTextureCompressionType, const SkColor4f& color, skgpu::Mipmapped, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); /** * If possible, create a backend texture initialized with the provided raw data. The client * should ensure that the returned backend texture is valid. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call `submit` to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture * If numLevels is 1 a non-mipmapped texture will result. If a mipmapped texture is desired * the data for all the mipmap levels must be provided. Additionally, all the miplevels * must be sized correctly (please see SkMipmap::ComputeLevelSize and ComputeLevelCount). * For the Vulkan backend the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ GrBackendTexture createCompressedBackendTexture(int width, int height, const GrBackendFormat&, const void* data, size_t dataSize, skgpu::Mipmapped, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); GrBackendTexture createCompressedBackendTexture(int width, int height, SkTextureCompressionType, const void* data, size_t dataSize, skgpu::Mipmapped, GrProtected = GrProtected::kNo, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); /** * If possible, updates a backend texture filled with the provided color. If the texture is * mipmapped, all levels of the mip chain will be updated to have the supplied color. The client * should check the return value to see if the update was successful. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call `submit` to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture. * For the Vulkan backend after a successful update the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ bool updateCompressedBackendTexture(const GrBackendTexture&, const SkColor4f& color, GrGpuFinishedProc finishedProc, GrGpuFinishedContext finishedContext); /** * If possible, updates a backend texture filled with the provided raw data. The client * should check the return value to see if the update was successful. The client can pass in a * finishedProc to be notified when the data has been uploaded by the gpu and the texture can be * deleted. The client is required to call `submit` to send the upload work to the gpu. * The finishedProc will always get called even if we failed to create the GrBackendTexture. * If a mipmapped texture is passed in, the data for all the mipmap levels must be provided. * Additionally, all the miplevels must be sized correctly (please see * SkMipMap::ComputeLevelSize and ComputeLevelCount). * For the Vulkan backend after a successful update the layout of the created VkImage will be: * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL */ bool updateCompressedBackendTexture(const GrBackendTexture&, const void* data, size_t dataSize, GrGpuFinishedProc finishedProc, GrGpuFinishedContext finishedContext); /** * Updates the state of the GrBackendTexture/RenderTarget to have the passed in * skgpu::MutableTextureState. All objects that wrap the backend surface (i.e. SkSurfaces and * SkImages) will also be aware of this state change. This call does not submit the state change * to the gpu, but requires the client to call `submit` to send it to the GPU. The work * for this call is ordered linearly with all other calls that require GrContext::submit to be * called (e.g updateBackendTexture and flush). If finishedProc is not null then it will be * called with finishedContext after the state transition is known to have occurred on the GPU. * * See skgpu::MutableTextureState to see what state can be set via this call. * * If the backend API is Vulkan, the caller can set the skgpu::MutableTextureState's * VkImageLayout to VK_IMAGE_LAYOUT_UNDEFINED or queueFamilyIndex to VK_QUEUE_FAMILY_IGNORED to * tell Skia to not change those respective states. * * If previousState is not null and this returns true, then Skia will have filled in * previousState to have the values of the state before this call. */ bool setBackendTextureState(const GrBackendTexture&, const skgpu::MutableTextureState&, skgpu::MutableTextureState* previousState = nullptr, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); bool setBackendRenderTargetState(const GrBackendRenderTarget&, const skgpu::MutableTextureState&, skgpu::MutableTextureState* previousState = nullptr, GrGpuFinishedProc finishedProc = nullptr, GrGpuFinishedContext finishedContext = nullptr); void deleteBackendTexture(const GrBackendTexture&); // This interface allows clients to pre-compile shaders and populate the runtime program cache. // The key and data blobs should be the ones passed to the PersistentCache, in SkSL format. // // Steps to use this API: // // 1) Create a GrDirectContext as normal, but set fPersistentCache on GrContextOptions to // something that will save the cached shader blobs. Set fShaderCacheStrategy to kSkSL. This // will ensure that the blobs are SkSL, and are suitable for pre-compilation. // 2) Run your application, and save all of the key/data pairs that are fed to the cache. // // 3) Switch over to shipping your application. Include the key/data pairs from above. // 4) At startup (or any convenient time), call precompileShader for each key/data pair. // This will compile the SkSL to create a GL program, and populate the runtime cache. // // This is only guaranteed to work if the context/device used in step #2 are created in the // same way as the one used in step #4, and the same GrContextOptions are specified. // Using cached shader blobs on a different device or driver are undefined. bool precompileShader(const SkData& key, const SkData& data); #ifdef SK_ENABLE_DUMP_GPU /** Returns a string with detailed information about the context & GPU, in JSON format. */ SkString dump() const; #endif class DirectContextID { public: static GrDirectContext::DirectContextID Next(); DirectContextID() : fID(SK_InvalidUniqueID) {} bool operator==(const DirectContextID& that) const { return fID == that.fID; } bool operator!=(const DirectContextID& that) const { return !(*this == that); } void makeInvalid() { fID = SK_InvalidUniqueID; } bool isValid() const { return fID != SK_InvalidUniqueID; } private: constexpr DirectContextID(uint32_t id) : fID(id) {} uint32_t fID; }; DirectContextID directContextID() const { return fDirectContextID; } // Provides access to functions that aren't part of the public API. GrDirectContextPriv priv(); const GrDirectContextPriv priv() const; // NOLINT(readability-const-return-type) protected: GrDirectContext(GrBackendApi backend, const GrContextOptions& options, sk_sp proxy); bool init() override; GrAtlasManager* onGetAtlasManager() { return fAtlasManager.get(); } #if !defined(SK_ENABLE_OPTIMIZE_SIZE) skgpu::ganesh::SmallPathAtlasMgr* onGetSmallPathAtlasMgr(); #endif GrDirectContext* asDirectContext() override { return this; } private: // This call will make sure out work on the GPU is finished and will execute any outstanding // asynchronous work (e.g. calling finished procs, freeing resources, etc.) related to the // outstanding work on the gpu. The main use currently for this function is when tearing down or // abandoning the context. // // When we finish up work on the GPU it could trigger callbacks to the client. In the case we // are abandoning the context we don't want the client to be able to use the GrDirectContext to // issue more commands during the callback. Thus before calling this function we set the // GrDirectContext's state to be abandoned. However, we need to be able to get by the abaonded // check in the call to know that it is safe to execute this. The shouldExecuteWhileAbandoned // bool is used for this signal. void syncAllOutstandingGpuWork(bool shouldExecuteWhileAbandoned); // This delete callback needs to be the first thing on the GrDirectContext so that it is the // last thing destroyed. The callback may signal the client to clean up things that may need // to survive the lifetime of some of the other objects on the GrDirectCotnext. So make sure // we don't call it until all else has been destroyed. class DeleteCallbackHelper { public: DeleteCallbackHelper(GrDirectContextDestroyedContext context, GrDirectContextDestroyedProc proc) : fContext(context), fProc(proc) {} ~DeleteCallbackHelper() { if (fProc) { fProc(fContext); } } private: GrDirectContextDestroyedContext fContext; GrDirectContextDestroyedProc fProc; }; std::unique_ptr fDeleteCallbackHelper; const DirectContextID fDirectContextID; // fTaskGroup must appear before anything that uses it (e.g. fGpu), so that it is destroyed // after all of its users. Clients of fTaskGroup will generally want to ensure that they call // wait() on it as they are being destroyed, to avoid the possibility of pending tasks being // invoked after objects they depend upon have already been destroyed. std::unique_ptr fTaskGroup; std::unique_ptr fStrikeCache; std::unique_ptr fGpu; std::unique_ptr fResourceCache; std::unique_ptr fResourceProvider; // This is incremented before we start calling ReleaseProcs from GrSurfaces and decremented // after. A ReleaseProc may trigger code causing another resource to get freed so we to track // the count to know if we in a ReleaseProc at any level. When this is set to a value greated // than zero we will not allow abandonContext calls to be made on the context. int fInsideReleaseProcCnt = 0; bool fDidTestPMConversions; // true if the PM/UPM conversion succeeded; false otherwise bool fPMUPMConversionsRoundTrip; GrContextOptions::PersistentCache* fPersistentCache; std::unique_ptr fMappedBufferManager; std::unique_ptr fAtlasManager; #if !defined(SK_ENABLE_OPTIMIZE_SIZE) std::unique_ptr fSmallPathAtlasMgr; #endif friend class GrDirectContextPriv; }; #endif