xref: /aosp_15_r20/external/skia/src/gpu/graphite/vk/VulkanResourceProvider.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_VulkanResourceProvider_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_VulkanResourceProvider_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ResourceProvider.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/vk/VulkanGraphicsPipeline.h"
13*c8dee2aaSAndroid Build Coastguard Worker 
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/vk/VulkanTypes.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkLRUCache.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkTHash.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DescriptorData.h"
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker #ifdef  SK_BUILD_FOR_ANDROID
20*c8dee2aaSAndroid Build Coastguard Worker extern "C" {
21*c8dee2aaSAndroid Build Coastguard Worker     typedef struct AHardwareBuffer AHardwareBuffer;
22*c8dee2aaSAndroid Build Coastguard Worker }
23*c8dee2aaSAndroid Build Coastguard Worker #endif
24*c8dee2aaSAndroid Build Coastguard Worker 
25*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker class VulkanCommandBuffer;
28*c8dee2aaSAndroid Build Coastguard Worker class VulkanDescriptorSet;
29*c8dee2aaSAndroid Build Coastguard Worker class VulkanFramebuffer;
30*c8dee2aaSAndroid Build Coastguard Worker class VulkanGraphicsPipeline;
31*c8dee2aaSAndroid Build Coastguard Worker class VulkanRenderPass;
32*c8dee2aaSAndroid Build Coastguard Worker class VulkanSharedContext;
33*c8dee2aaSAndroid Build Coastguard Worker class VulkanYcbcrConversion;
34*c8dee2aaSAndroid Build Coastguard Worker 
35*c8dee2aaSAndroid Build Coastguard Worker class VulkanResourceProvider final : public ResourceProvider {
36*c8dee2aaSAndroid Build Coastguard Worker public:
37*c8dee2aaSAndroid Build Coastguard Worker     static constexpr size_t kIntrinsicConstantSize = sizeof(float) * 8; // float4 + 2xfloat2
38*c8dee2aaSAndroid Build Coastguard Worker     static constexpr size_t kLoadMSAAVertexBufferSize = sizeof(float) * 8; // 4 points of 2 floats
39*c8dee2aaSAndroid Build Coastguard Worker 
40*c8dee2aaSAndroid Build Coastguard Worker     using UniformBindGroupKey = FixedSizeKey<2 * VulkanGraphicsPipeline::kNumUniformBuffers>;
41*c8dee2aaSAndroid Build Coastguard Worker 
42*c8dee2aaSAndroid Build Coastguard Worker     VulkanResourceProvider(SharedContext* sharedContext,
43*c8dee2aaSAndroid Build Coastguard Worker                            SingleOwner*,
44*c8dee2aaSAndroid Build Coastguard Worker                            uint32_t recorderID,
45*c8dee2aaSAndroid Build Coastguard Worker                            size_t resourceBudget,
46*c8dee2aaSAndroid Build Coastguard Worker                            sk_sp<Buffer> intrinsicConstantUniformBuffer);
47*c8dee2aaSAndroid Build Coastguard Worker 
48*c8dee2aaSAndroid Build Coastguard Worker     ~VulkanResourceProvider() override;
49*c8dee2aaSAndroid Build Coastguard Worker 
50*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<Buffer> refIntrinsicConstantBuffer() const;
51*c8dee2aaSAndroid Build Coastguard Worker 
52*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<VulkanYcbcrConversion> findOrCreateCompatibleYcbcrConversion(
53*c8dee2aaSAndroid Build Coastguard Worker             const VulkanYcbcrConversionInfo& ycbcrInfo) const;
54*c8dee2aaSAndroid Build Coastguard Worker 
55*c8dee2aaSAndroid Build Coastguard Worker private:
56*c8dee2aaSAndroid Build Coastguard Worker     const VulkanSharedContext* vulkanSharedContext() const;
57*c8dee2aaSAndroid Build Coastguard Worker 
58*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<GraphicsPipeline> createGraphicsPipeline(const RuntimeEffectDictionary*,
59*c8dee2aaSAndroid Build Coastguard Worker                                                    const GraphicsPipelineDesc&,
60*c8dee2aaSAndroid Build Coastguard Worker                                                    const RenderPassDesc&,
61*c8dee2aaSAndroid Build Coastguard Worker                                                    SkEnumBitMask<PipelineCreationFlags>) override;
62*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<ComputePipeline> createComputePipeline(const ComputePipelineDesc&) override;
63*c8dee2aaSAndroid Build Coastguard Worker 
64*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<Texture> createTexture(SkISize,
65*c8dee2aaSAndroid Build Coastguard Worker                                  const TextureInfo&,
66*c8dee2aaSAndroid Build Coastguard Worker                                  skgpu::Budgeted) override;
67*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<Texture> onCreateWrappedTexture(const BackendTexture&) override;
68*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<Buffer> createBuffer(size_t size, BufferType type, AccessPattern) override;
69*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<Sampler> createSampler(const SamplerDesc&) override;
70*c8dee2aaSAndroid Build Coastguard Worker 
71*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<VulkanFramebuffer> createFramebuffer(
72*c8dee2aaSAndroid Build Coastguard Worker             const VulkanSharedContext*,
73*c8dee2aaSAndroid Build Coastguard Worker             const skia_private::TArray<VkImageView>& attachmentViews,
74*c8dee2aaSAndroid Build Coastguard Worker             const VulkanRenderPass&,
75*c8dee2aaSAndroid Build Coastguard Worker             const int width,
76*c8dee2aaSAndroid Build Coastguard Worker             const int height);
77*c8dee2aaSAndroid Build Coastguard Worker 
78*c8dee2aaSAndroid Build Coastguard Worker     BackendTexture onCreateBackendTexture(SkISize dimensions, const TextureInfo&) override;
79*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_BUILD_FOR_ANDROID
80*c8dee2aaSAndroid Build Coastguard Worker     BackendTexture onCreateBackendTexture(AHardwareBuffer*,
81*c8dee2aaSAndroid Build Coastguard Worker                                           bool isRenderable,
82*c8dee2aaSAndroid Build Coastguard Worker                                           bool isProtectedContent,
83*c8dee2aaSAndroid Build Coastguard Worker                                           SkISize dimensions,
84*c8dee2aaSAndroid Build Coastguard Worker                                           bool fromAndroidWindow) const override;
85*c8dee2aaSAndroid Build Coastguard Worker #endif
86*c8dee2aaSAndroid Build Coastguard Worker     void onDeleteBackendTexture(const BackendTexture&) override;
87*c8dee2aaSAndroid Build Coastguard Worker 
88*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<VulkanDescriptorSet> findOrCreateDescriptorSet(SkSpan<DescriptorData>);
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<VulkanDescriptorSet> findOrCreateUniformBuffersDescriptorSet(
91*c8dee2aaSAndroid Build Coastguard Worker             SkSpan<DescriptorData> requestedDescriptors,
92*c8dee2aaSAndroid Build Coastguard Worker             SkSpan<BindBufferInfo> bindUniformBufferInfo);
93*c8dee2aaSAndroid Build Coastguard Worker 
94*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<VulkanGraphicsPipeline> findOrCreateLoadMSAAPipeline(const RenderPassDesc&);
95*c8dee2aaSAndroid Build Coastguard Worker 
96*c8dee2aaSAndroid Build Coastguard Worker     // Find or create a compatible (needed when creating a framebuffer and graphics pipeline) or
97*c8dee2aaSAndroid Build Coastguard Worker     // full (needed when beginning a render pass from the command buffer) RenderPass.
98*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<VulkanRenderPass> findOrCreateRenderPass(const RenderPassDesc&, bool compatibleOnly);
99*c8dee2aaSAndroid Build Coastguard Worker 
100*c8dee2aaSAndroid Build Coastguard Worker     // Use a predetermined RenderPass key for finding/creating a RenderPass to avoid recreating it
101*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<VulkanRenderPass> findOrCreateRenderPassWithKnownKey(
102*c8dee2aaSAndroid Build Coastguard Worker             const RenderPassDesc&, bool compatibleOnly, const GraphiteResourceKey& rpKey);
103*c8dee2aaSAndroid Build Coastguard Worker 
104*c8dee2aaSAndroid Build Coastguard Worker     VkPipelineCache pipelineCache();
105*c8dee2aaSAndroid Build Coastguard Worker 
106*c8dee2aaSAndroid Build Coastguard Worker     friend class VulkanCommandBuffer;
107*c8dee2aaSAndroid Build Coastguard Worker     friend class VulkanGraphicsPipeline;
108*c8dee2aaSAndroid Build Coastguard Worker     VkPipelineCache fPipelineCache = VK_NULL_HANDLE;
109*c8dee2aaSAndroid Build Coastguard Worker 
110*c8dee2aaSAndroid Build Coastguard Worker     // Each render pass will need buffer space to record rtAdjust information. To minimize costly
111*c8dee2aaSAndroid Build Coastguard Worker     // allocation calls and searching of the resource cache, we find & store a uniform buffer upon
112*c8dee2aaSAndroid Build Coastguard Worker     // resource provider creation. This way, render passes across all command buffers can simply
113*c8dee2aaSAndroid Build Coastguard Worker     // update the value within this buffer as needed.
114*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<Buffer> fIntrinsicUniformBuffer;
115*c8dee2aaSAndroid Build Coastguard Worker 
116*c8dee2aaSAndroid Build Coastguard Worker     // The first value of the pair is a renderpass key. Graphics pipeline keys contain extra
117*c8dee2aaSAndroid Build Coastguard Worker     // information that we do not need for identifying unique pipelines.
118*c8dee2aaSAndroid Build Coastguard Worker     skia_private::TArray<std::pair<GraphiteResourceKey,
119*c8dee2aaSAndroid Build Coastguard Worker                          sk_sp<VulkanGraphicsPipeline>>> fLoadMSAAPipelines;
120*c8dee2aaSAndroid Build Coastguard Worker     // All of the following attributes are the same between all msaa load pipelines, so they only
121*c8dee2aaSAndroid Build Coastguard Worker     // need to be created once and can then be stored.
122*c8dee2aaSAndroid Build Coastguard Worker     VkShaderModule fMSAALoadVertShaderModule = VK_NULL_HANDLE;
123*c8dee2aaSAndroid Build Coastguard Worker     VkShaderModule fMSAALoadFragShaderModule = VK_NULL_HANDLE;
124*c8dee2aaSAndroid Build Coastguard Worker     VkPipelineShaderStageCreateInfo fMSAALoadShaderStageInfo[2];
125*c8dee2aaSAndroid Build Coastguard Worker     VkPipelineLayout fMSAALoadPipelineLayout = VK_NULL_HANDLE;
126*c8dee2aaSAndroid Build Coastguard Worker 
127*c8dee2aaSAndroid Build Coastguard Worker     SkLRUCache<UniformBindGroupKey, sk_sp<VulkanDescriptorSet>,
128*c8dee2aaSAndroid Build Coastguard Worker                UniformBindGroupKey::Hash> fUniformBufferDescSetCache;
129*c8dee2aaSAndroid Build Coastguard Worker };
130*c8dee2aaSAndroid Build Coastguard Worker 
131*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
132*c8dee2aaSAndroid Build Coastguard Worker 
133*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_VulkanResourceProvider_DEFINED
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