xref: /aosp_15_r20/external/skia/include/private/chromium/GrVkSecondaryCBDrawContext.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2019 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrVkSecondaryCBDrawContext_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrVkSecondaryCBDrawContext_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurfaceProps.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
14*c8dee2aaSAndroid Build Coastguard Worker 
15*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker class GrBackendSemaphore;
18*c8dee2aaSAndroid Build Coastguard Worker class GrDeferredDisplayList;
19*c8dee2aaSAndroid Build Coastguard Worker class GrRecordingContext;
20*c8dee2aaSAndroid Build Coastguard Worker class GrSurfaceCharacterization;
21*c8dee2aaSAndroid Build Coastguard Worker struct GrVkDrawableInfo;
22*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::ganesh {
23*c8dee2aaSAndroid Build Coastguard Worker class Device;
24*c8dee2aaSAndroid Build Coastguard Worker }
25*c8dee2aaSAndroid Build Coastguard Worker class SkCanvas;
26*c8dee2aaSAndroid Build Coastguard Worker struct SkImageInfo;
27*c8dee2aaSAndroid Build Coastguard Worker class SkSurfaceProps;
28*c8dee2aaSAndroid Build Coastguard Worker 
29*c8dee2aaSAndroid Build Coastguard Worker /**
30*c8dee2aaSAndroid Build Coastguard Worker  * This class is a private header that is intended to only be used inside of Chromium. This requires
31*c8dee2aaSAndroid Build Coastguard Worker  * Chromium to burrow in and include this specifically since it is not part of skia's public include
32*c8dee2aaSAndroid Build Coastguard Worker  * directory.
33*c8dee2aaSAndroid Build Coastguard Worker  */
34*c8dee2aaSAndroid Build Coastguard Worker 
35*c8dee2aaSAndroid Build Coastguard Worker /**
36*c8dee2aaSAndroid Build Coastguard Worker  * This class is used to draw into an external Vulkan secondary command buffer that is imported
37*c8dee2aaSAndroid Build Coastguard Worker  * by the client. The secondary command buffer that gets imported must already have had begin called
38*c8dee2aaSAndroid Build Coastguard Worker  * on it with VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT. Thus any draws to the imported
39*c8dee2aaSAndroid Build Coastguard Worker  * command buffer cannot require changing the render pass. This requirement means that certain types
40*c8dee2aaSAndroid Build Coastguard Worker  * of draws will not be supported when using a GrVkSecondaryCBDrawContext. This includes:
41*c8dee2aaSAndroid Build Coastguard Worker  *     Draws that require a dst copy for blending will be dropped
42*c8dee2aaSAndroid Build Coastguard Worker  *     Text draws will be dropped (these may require intermediate uploads of text data)
43*c8dee2aaSAndroid Build Coastguard Worker  *     Read and Write pixels will not work
44*c8dee2aaSAndroid Build Coastguard Worker  *     Any other draw that requires a copy will fail (this includes using backdrop filter with save
45*c8dee2aaSAndroid Build Coastguard Worker  *         layer).
46*c8dee2aaSAndroid Build Coastguard Worker  *     Stenciling is also disabled, but that should not restrict any actual draws from working.
47*c8dee2aaSAndroid Build Coastguard Worker  *
48*c8dee2aaSAndroid Build Coastguard Worker  * While using a GrVkSecondaryCBDrawContext, the client can also draw into normal SkSurfaces and
49*c8dee2aaSAndroid Build Coastguard Worker  * then draw those SkSufaces (as SkImages) into the GrVkSecondaryCBDrawContext. If any of the
50*c8dee2aaSAndroid Build Coastguard Worker  * previously mentioned unsupported draws are needed by the client, they can draw them into an
51*c8dee2aaSAndroid Build Coastguard Worker  * offscreen surface, and then draw that into the GrVkSecondaryCBDrawContext.
52*c8dee2aaSAndroid Build Coastguard Worker  *
53*c8dee2aaSAndroid Build Coastguard Worker  * After all drawing to the GrVkSecondaryCBDrawContext has been done, the client must call flush()
54*c8dee2aaSAndroid Build Coastguard Worker  * on the GrVkSecondaryCBDrawContext to actually fill in the secondary VkCommandBuffer with the
55*c8dee2aaSAndroid Build Coastguard Worker  * draws.
56*c8dee2aaSAndroid Build Coastguard Worker  *
57*c8dee2aaSAndroid Build Coastguard Worker  * Additionally, the client must keep the GrVkSecondaryCBDrawContext alive until the secondary
58*c8dee2aaSAndroid Build Coastguard Worker  * VkCommandBuffer has been submitted and all work finished on the GPU. Before deleting the
59*c8dee2aaSAndroid Build Coastguard Worker  * GrVkSecondaryCBDrawContext, the client must call releaseResources() so that Skia can cleanup
60*c8dee2aaSAndroid Build Coastguard Worker  * any internal objects that were created for the draws into the secondary command buffer.
61*c8dee2aaSAndroid Build Coastguard Worker  */
62*c8dee2aaSAndroid Build Coastguard Worker class SK_SPI GrVkSecondaryCBDrawContext : public SkRefCnt {
63*c8dee2aaSAndroid Build Coastguard Worker public:
64*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<GrVkSecondaryCBDrawContext> Make(GrRecordingContext*,
65*c8dee2aaSAndroid Build Coastguard Worker                                                   const SkImageInfo&,
66*c8dee2aaSAndroid Build Coastguard Worker                                                   const GrVkDrawableInfo&,
67*c8dee2aaSAndroid Build Coastguard Worker                                                   const SkSurfaceProps* props);
68*c8dee2aaSAndroid Build Coastguard Worker 
69*c8dee2aaSAndroid Build Coastguard Worker     ~GrVkSecondaryCBDrawContext() override;
70*c8dee2aaSAndroid Build Coastguard Worker 
71*c8dee2aaSAndroid Build Coastguard Worker     SkCanvas* getCanvas();
72*c8dee2aaSAndroid Build Coastguard Worker 
73*c8dee2aaSAndroid Build Coastguard Worker     // Records all the draws to the imported secondary command buffer and sets any dependent
74*c8dee2aaSAndroid Build Coastguard Worker     // offscreen draws to the GPU.
75*c8dee2aaSAndroid Build Coastguard Worker     void flush();
76*c8dee2aaSAndroid Build Coastguard Worker 
77*c8dee2aaSAndroid Build Coastguard Worker     /** Inserts a list of GPU semaphores that Skia will have the driver wait on before executing
78*c8dee2aaSAndroid Build Coastguard Worker         commands for this secondary CB. The wait semaphores will get added to the VkCommandBuffer
79*c8dee2aaSAndroid Build Coastguard Worker         owned by this GrContext when flush() is called, and not the command buffer which the
80*c8dee2aaSAndroid Build Coastguard Worker         Secondary CB is from. This will guarantee that the driver waits on the semaphores before
81*c8dee2aaSAndroid Build Coastguard Worker         the secondary command buffer gets executed. We will submit the semphore to wait at
82*c8dee2aaSAndroid Build Coastguard Worker         VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT and VK_PIPELINE_STAGE_TRANSFER_BIT. If this
83*c8dee2aaSAndroid Build Coastguard Worker         call returns false, then the GPU back end will not wait on any passed in semaphores, and the
84*c8dee2aaSAndroid Build Coastguard Worker         client will still own the semaphores, regardless of the value of deleteSemaphoresAfterWait.
85*c8dee2aaSAndroid Build Coastguard Worker 
86*c8dee2aaSAndroid Build Coastguard Worker         If deleteSemaphoresAfterWait is false then Skia will not delete the semaphores. In this case
87*c8dee2aaSAndroid Build Coastguard Worker         it is the client's responsibility to not destroy or attempt to reuse the semaphores until it
88*c8dee2aaSAndroid Build Coastguard Worker         knows that Skia has finished waiting on them. This can be done by using finishedProcs
89*c8dee2aaSAndroid Build Coastguard Worker         on flush calls.
90*c8dee2aaSAndroid Build Coastguard Worker 
91*c8dee2aaSAndroid Build Coastguard Worker         @param numSemaphores               size of waitSemaphores array
92*c8dee2aaSAndroid Build Coastguard Worker         @param waitSemaphores              array of semaphore containers
93*c8dee2aaSAndroid Build Coastguard Worker         @paramm deleteSemaphoresAfterWait  who owns and should delete the semaphores
94*c8dee2aaSAndroid Build Coastguard Worker         @return                            true if GPU is waiting on semaphores
95*c8dee2aaSAndroid Build Coastguard Worker     */
96*c8dee2aaSAndroid Build Coastguard Worker     bool wait(int numSemaphores,
97*c8dee2aaSAndroid Build Coastguard Worker               const GrBackendSemaphore waitSemaphores[],
98*c8dee2aaSAndroid Build Coastguard Worker               bool deleteSemaphoresAfterWait = true);
99*c8dee2aaSAndroid Build Coastguard Worker 
100*c8dee2aaSAndroid Build Coastguard Worker     // This call will release all resources held by the draw context. The client must call
101*c8dee2aaSAndroid Build Coastguard Worker     // releaseResources() before deleting the drawing context. However, the resources also include
102*c8dee2aaSAndroid Build Coastguard Worker     // any Vulkan resources that were created and used for draws. Therefore the client must only
103*c8dee2aaSAndroid Build Coastguard Worker     // call releaseResources() after submitting the secondary command buffer, and waiting for it to
104*c8dee2aaSAndroid Build Coastguard Worker     // finish on the GPU. If it is called earlier then some vulkan objects may be deleted while they
105*c8dee2aaSAndroid Build Coastguard Worker     // are still in use by the GPU.
106*c8dee2aaSAndroid Build Coastguard Worker     void releaseResources();
107*c8dee2aaSAndroid Build Coastguard Worker 
props()108*c8dee2aaSAndroid Build Coastguard Worker     const SkSurfaceProps& props() const { return fProps; }
109*c8dee2aaSAndroid Build Coastguard Worker 
110*c8dee2aaSAndroid Build Coastguard Worker     // TODO: Fill out these calls to support DDL
111*c8dee2aaSAndroid Build Coastguard Worker     bool characterize(GrSurfaceCharacterization* characterization) const;
112*c8dee2aaSAndroid Build Coastguard Worker 
113*c8dee2aaSAndroid Build Coastguard Worker #ifndef SK_DDL_IS_UNIQUE_POINTER
114*c8dee2aaSAndroid Build Coastguard Worker     bool draw(sk_sp<const GrDeferredDisplayList> deferredDisplayList);
115*c8dee2aaSAndroid Build Coastguard Worker #else
116*c8dee2aaSAndroid Build Coastguard Worker     bool draw(const GrDeferredDisplayList* deferredDisplayList);
117*c8dee2aaSAndroid Build Coastguard Worker #endif
118*c8dee2aaSAndroid Build Coastguard Worker 
119*c8dee2aaSAndroid Build Coastguard Worker     bool isCompatible(const GrSurfaceCharacterization& characterization) const;
120*c8dee2aaSAndroid Build Coastguard Worker 
121*c8dee2aaSAndroid Build Coastguard Worker private:
122*c8dee2aaSAndroid Build Coastguard Worker     explicit GrVkSecondaryCBDrawContext(sk_sp<skgpu::ganesh::Device>, const SkSurfaceProps*);
123*c8dee2aaSAndroid Build Coastguard Worker 
124*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<skgpu::ganesh::Device> fDevice;
125*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<SkCanvas> fCachedCanvas;
126*c8dee2aaSAndroid Build Coastguard Worker     const SkSurfaceProps      fProps;
127*c8dee2aaSAndroid Build Coastguard Worker 
128*c8dee2aaSAndroid Build Coastguard Worker     using INHERITED = SkRefCnt;
129*c8dee2aaSAndroid Build Coastguard Worker };
130*c8dee2aaSAndroid Build Coastguard Worker 
131*c8dee2aaSAndroid Build Coastguard Worker #endif
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