xref: /aosp_15_r20/external/skia/src/gpu/graphite/QueueManager.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2022 Google LLC
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 skgpu_graphite_QueueManager_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_QueueManager_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/GraphiteTypes.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDeque.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkTHash.h"
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
18*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker class Buffer;
23*c8dee2aaSAndroid Build Coastguard Worker class CommandBuffer;
24*c8dee2aaSAndroid Build Coastguard Worker class Context;
25*c8dee2aaSAndroid Build Coastguard Worker class GpuWorkSubmission;
26*c8dee2aaSAndroid Build Coastguard Worker struct InsertRecordingInfo;
27*c8dee2aaSAndroid Build Coastguard Worker class ResourceProvider;
28*c8dee2aaSAndroid Build Coastguard Worker class SharedContext;
29*c8dee2aaSAndroid Build Coastguard Worker class Task;
30*c8dee2aaSAndroid Build Coastguard Worker class UploadBufferManager;
31*c8dee2aaSAndroid Build Coastguard Worker 
32*c8dee2aaSAndroid Build Coastguard Worker /**
33*c8dee2aaSAndroid Build Coastguard Worker  * QueueManager class manages all our command buffers and making sure they are submitted to the GPU
34*c8dee2aaSAndroid Build Coastguard Worker  * in the correct order. Each backend subclasses this class in order to specialize how it gets
35*c8dee2aaSAndroid Build Coastguard Worker  * new command buffers and how they are submitted
36*c8dee2aaSAndroid Build Coastguard Worker  *
37*c8dee2aaSAndroid Build Coastguard Worker  * The class also supports sending commands to either a protected command buffer or a non-protected
38*c8dee2aaSAndroid Build Coastguard Worker  * command buffer. When we are in a non-protected Context, all commands will use non-protected
39*c8dee2aaSAndroid Build Coastguard Worker  * command buffers. When we are in a protected Context, the majority of commands will all go to a
40*c8dee2aaSAndroid Build Coastguard Worker  * protected command buffer (e.g. everything coming in via addRecording). However, there are cases
41*c8dee2aaSAndroid Build Coastguard Worker  * where we need to do some commands in a non-protected command buffer. One specific example of this
42*c8dee2aaSAndroid Build Coastguard Worker  * is when uploading data to a buffer that is read in the vertex shader. Protected memory is not
43*c8dee2aaSAndroid Build Coastguard Worker  * allowed to be accessed in a vertex shader, so all resources must be non-protected. That means if
44*c8dee2aaSAndroid Build Coastguard Worker  * we need to copy data into these resources, those copy operations must occur in a non-protected
45*c8dee2aaSAndroid Build Coastguard Worker  * command buffer. The only way to current request a command buffer that does not match the
46*c8dee2aaSAndroid Build Coastguard Worker  * protectedness of the Context is to call addTask directly here. We do not support intermixing
47*c8dee2aaSAndroid Build Coastguard Worker  * calls to a protected and non-protected command buffer without calling submit beforehand. If you
48*c8dee2aaSAndroid Build Coastguard Worker  * want to switch which type of command is being recorded, you must make sure to call submitToGpu
49*c8dee2aaSAndroid Build Coastguard Worker  * before recording the new commands.
50*c8dee2aaSAndroid Build Coastguard Worker  */
51*c8dee2aaSAndroid Build Coastguard Worker class QueueManager {
52*c8dee2aaSAndroid Build Coastguard Worker public:
53*c8dee2aaSAndroid Build Coastguard Worker     virtual ~QueueManager();
54*c8dee2aaSAndroid Build Coastguard Worker 
55*c8dee2aaSAndroid Build Coastguard Worker     // Adds the commands from the passed in Recording to the current CommandBuffer
56*c8dee2aaSAndroid Build Coastguard Worker     [[nodiscard]] bool addRecording(const InsertRecordingInfo&, Context*);
57*c8dee2aaSAndroid Build Coastguard Worker 
58*c8dee2aaSAndroid Build Coastguard Worker     // Adds the commands from the passed in Task to the current CommandBuffer
59*c8dee2aaSAndroid Build Coastguard Worker     [[nodiscard]] bool addTask(Task*, Context*, Protected);
60*c8dee2aaSAndroid Build Coastguard Worker 
61*c8dee2aaSAndroid Build Coastguard Worker     // Adds a proc that will be called when the current CommandBuffer is submitted and finishes
62*c8dee2aaSAndroid Build Coastguard Worker     [[nodiscard]] bool addFinishInfo(const InsertFinishInfo&,
63*c8dee2aaSAndroid Build Coastguard Worker                                      ResourceProvider*,
64*c8dee2aaSAndroid Build Coastguard Worker                                      SkSpan<const sk_sp<Buffer>> buffersToAsyncMap = {});
65*c8dee2aaSAndroid Build Coastguard Worker 
66*c8dee2aaSAndroid Build Coastguard Worker     [[nodiscard]] bool submitToGpu();
67*c8dee2aaSAndroid Build Coastguard Worker     [[nodiscard]] bool hasUnfinishedGpuWork();
68*c8dee2aaSAndroid Build Coastguard Worker     void checkForFinishedWork(SyncToCpu);
69*c8dee2aaSAndroid Build Coastguard Worker 
70*c8dee2aaSAndroid Build Coastguard Worker #if defined(GPU_TEST_UTILS)
startCapture()71*c8dee2aaSAndroid Build Coastguard Worker     virtual void startCapture() {}
stopCapture()72*c8dee2aaSAndroid Build Coastguard Worker     virtual void stopCapture() {}
73*c8dee2aaSAndroid Build Coastguard Worker #endif
74*c8dee2aaSAndroid Build Coastguard Worker 
75*c8dee2aaSAndroid Build Coastguard Worker     void returnCommandBuffer(std::unique_ptr<CommandBuffer>);
76*c8dee2aaSAndroid Build Coastguard Worker 
tick()77*c8dee2aaSAndroid Build Coastguard Worker     virtual void tick() const {}
78*c8dee2aaSAndroid Build Coastguard Worker 
79*c8dee2aaSAndroid Build Coastguard Worker     void addUploadBufferManagerRefs(UploadBufferManager*);
80*c8dee2aaSAndroid Build Coastguard Worker 
81*c8dee2aaSAndroid Build Coastguard Worker protected:
82*c8dee2aaSAndroid Build Coastguard Worker     QueueManager(const SharedContext* sharedContext);
83*c8dee2aaSAndroid Build Coastguard Worker 
84*c8dee2aaSAndroid Build Coastguard Worker     using OutstandingSubmission = std::unique_ptr<GpuWorkSubmission>;
85*c8dee2aaSAndroid Build Coastguard Worker 
86*c8dee2aaSAndroid Build Coastguard Worker     const SharedContext* fSharedContext;
87*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<CommandBuffer> fCurrentCommandBuffer;
88*c8dee2aaSAndroid Build Coastguard Worker 
89*c8dee2aaSAndroid Build Coastguard Worker private:
90*c8dee2aaSAndroid Build Coastguard Worker     virtual std::unique_ptr<CommandBuffer> getNewCommandBuffer(ResourceProvider*, Protected) = 0;
91*c8dee2aaSAndroid Build Coastguard Worker     virtual OutstandingSubmission onSubmitToGpu() = 0;
92*c8dee2aaSAndroid Build Coastguard Worker 
93*c8dee2aaSAndroid Build Coastguard Worker     bool setupCommandBuffer(ResourceProvider*, Protected);
94*c8dee2aaSAndroid Build Coastguard Worker 
95*c8dee2aaSAndroid Build Coastguard Worker     std::vector<std::unique_ptr<CommandBuffer>>* getAvailableCommandBufferList(Protected);
96*c8dee2aaSAndroid Build Coastguard Worker 
97*c8dee2aaSAndroid Build Coastguard Worker     SkDeque fOutstandingSubmissions;
98*c8dee2aaSAndroid Build Coastguard Worker 
99*c8dee2aaSAndroid Build Coastguard Worker     std::vector<std::unique_ptr<CommandBuffer>> fAvailableCommandBuffers;
100*c8dee2aaSAndroid Build Coastguard Worker     std::vector<std::unique_ptr<CommandBuffer>> fAvailableProtectedCommandBuffers;
101*c8dee2aaSAndroid Build Coastguard Worker 
102*c8dee2aaSAndroid Build Coastguard Worker     skia_private::THashMap<uint32_t, uint32_t> fLastAddedRecordingIDs;
103*c8dee2aaSAndroid Build Coastguard Worker };
104*c8dee2aaSAndroid Build Coastguard Worker 
105*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
106*c8dee2aaSAndroid Build Coastguard Worker 
107*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_QueueManager_DEFINED
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