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 108