| /* |
| * Copyright 2016 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "GrVkResourceProvider.h" |
| |
| #include "GrVkCommandBuffer.h" |
| #include "GrVkPipeline.h" |
| #include "GrVkRenderPass.h" |
| #include "GrVkUtil.h" |
| |
| #ifdef SK_TRACE_VK_RESOURCES |
| SkTDynamicHash<GrVkResource, uint32_t> GrVkResource::fTrace; |
| SkRandom GrVkResource::fRandom; |
| #endif |
| |
| GrVkResourceProvider::GrVkResourceProvider(GrVkGpu* gpu) : fGpu(gpu) { |
| } |
| |
| GrVkResourceProvider::~GrVkResourceProvider() { |
| SkASSERT(0 == fSimpleRenderPasses.count()); |
| } |
| |
| GrVkPipeline* GrVkResourceProvider::createPipeline(const GrPipeline& pipeline, |
| const GrPrimitiveProcessor& primProc, |
| VkPipelineShaderStageCreateInfo* shaderStageInfo, |
| int shaderStageCount, |
| GrPrimitiveType primitiveType, |
| const GrVkRenderPass& renderPass, |
| VkPipelineLayout layout) { |
| |
| return GrVkPipeline::Create(fGpu, pipeline, primProc, shaderStageInfo, shaderStageCount, |
| primitiveType, renderPass, layout); |
| } |
| |
| |
| // To create framebuffers, we first need to create a simple RenderPass that is |
| // only used for framebuffer creation. When we actually render we will create |
| // RenderPasses as needed that are compatible with the framebuffer. |
| const GrVkRenderPass* |
| GrVkResourceProvider::findOrCreateCompatibleRenderPass(const GrVkRenderTarget& target) { |
| for (int i = 0; i < fSimpleRenderPasses.count(); ++i) { |
| GrVkRenderPass* renderPass = fSimpleRenderPasses[i]; |
| if (renderPass->isCompatible(target)) { |
| renderPass->ref(); |
| return renderPass; |
| } |
| } |
| |
| GrVkRenderPass* renderPass = new GrVkRenderPass(); |
| renderPass->initSimple(fGpu, target); |
| fSimpleRenderPasses.push_back(renderPass); |
| renderPass->ref(); |
| return renderPass; |
| } |
| |
| GrVkDescriptorPool* GrVkResourceProvider::findOrCreateCompatibleDescriptorPool( |
| const GrVkDescriptorPool::DescriptorTypeCounts& typeCounts) { |
| return new GrVkDescriptorPool(fGpu, typeCounts); |
| } |
| |
| GrVkCommandBuffer* GrVkResourceProvider::createCommandBuffer() { |
| GrVkCommandBuffer* cmdBuffer = GrVkCommandBuffer::Create(fGpu, fGpu->cmdPool()); |
| fActiveCommandBuffers.push_back(cmdBuffer); |
| cmdBuffer->ref(); |
| return cmdBuffer; |
| } |
| |
| void GrVkResourceProvider::checkCommandBuffers() { |
| for (int i = fActiveCommandBuffers.count()-1; i >= 0; --i) { |
| if (fActiveCommandBuffers[i]->finished(fGpu)) { |
| fActiveCommandBuffers[i]->unref(fGpu); |
| fActiveCommandBuffers.removeShuffle(i); |
| } |
| } |
| } |
| |
| void GrVkResourceProvider::destroyResources() { |
| // release our current command buffers |
| for (int i = 0; i < fActiveCommandBuffers.count(); ++i) { |
| SkASSERT(fActiveCommandBuffers[i]->finished(fGpu)); |
| SkASSERT(fActiveCommandBuffers[i]->unique()); |
| fActiveCommandBuffers[i]->unref(fGpu); |
| } |
| fActiveCommandBuffers.reset(); |
| |
| // loop over all render passes to make sure we destroy all the internal VkRenderPasses |
| for (int i = 0; i < fSimpleRenderPasses.count(); ++i) { |
| fSimpleRenderPasses[i]->unref(fGpu); |
| } |
| fSimpleRenderPasses.reset(); |
| |
| #ifdef SK_TRACE_VK_RESOURCES |
| SkASSERT(0 == GrVkResource::fTrace.count()); |
| #endif |
| |
| } |
| |
| void GrVkResourceProvider::abandonResources() { |
| // release our current command buffers |
| for (int i = 0; i < fActiveCommandBuffers.count(); ++i) { |
| SkASSERT(fActiveCommandBuffers[i]->finished(fGpu)); |
| fActiveCommandBuffers[i]->unrefAndAbandon(); |
| } |
| fActiveCommandBuffers.reset(); |
| |
| for (int i = 0; i < fSimpleRenderPasses.count(); ++i) { |
| fSimpleRenderPasses[i]->unrefAndAbandon(); |
| } |
| fSimpleRenderPasses.reset(); |
| |
| #ifdef SK_TRACE_VK_RESOURCES |
| SkASSERT(0 == GrVkResource::fTrace.count()); |
| #endif |
| } |