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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkGpu_DEFINED
#define GrVkGpu_DEFINED
#include "GrGpu.h"
#include "GrGpuFactory.h"
#include "vk/GrVkBackendContext.h"
#include "GrVkCaps.h"
#include "GrVkCopyManager.h"
#include "GrVkIndexBuffer.h"
#include "GrVkMemory.h"
#include "GrVkResourceProvider.h"
#include "GrVkSemaphore.h"
#include "GrVkVertexBuffer.h"
#include "GrVkUtil.h"
#include "vk/GrVkDefines.h"
class GrPipeline;
class GrVkBufferImpl;
class GrVkPipeline;
class GrVkPipelineState;
class GrVkPrimaryCommandBuffer;
class GrVkRenderPass;
class GrVkSecondaryCommandBuffer;
class GrVkTexture;
struct GrVkInterface;
namespace SkSL {
class Compiler;
}
class GrVkGpu : public GrGpu {
public:
static sk_sp<GrGpu> Make(GrBackendContext backendContext, const GrContextOptions&, GrContext*);
static sk_sp<GrGpu> Make(sk_sp<const GrVkBackendContext>, const GrContextOptions&, GrContext*);
~GrVkGpu() override;
void disconnect(DisconnectType) override;
const GrVkInterface* vkInterface() const { return fBackendContext->fInterface.get(); }
const GrVkCaps& vkCaps() const { return *fVkCaps; }
VkDevice device() const { return fDevice; }
VkQueue queue() const { return fQueue; }
VkCommandPool cmdPool() const { return fCmdPool; }
VkPhysicalDeviceProperties physicalDeviceProperties() const {
return fPhysDevProps;
}
VkPhysicalDeviceMemoryProperties physicalDeviceMemoryProperties() const {
return fPhysDevMemProps;
}
GrVkResourceProvider& resourceProvider() { return fResourceProvider; }
GrVkPrimaryCommandBuffer* currentCommandBuffer() { return fCurrentCmdBuffer; }
enum SyncQueue {
kForce_SyncQueue,
kSkip_SyncQueue
};
void xferBarrier(GrRenderTarget*, GrXferBarrierType) override {}
GrBackendTexture createTestingOnlyBackendTexture(void* pixels, int w, int h,
GrPixelConfig config,
bool isRenderTarget,
GrMipMapped) override;
bool isTestingOnlyBackendTexture(const GrBackendTexture&) const override;
void deleteTestingOnlyBackendTexture(GrBackendTexture*) override;
GrStencilAttachment* createStencilAttachmentForRenderTarget(const GrRenderTarget*,
int width,
int height) override;
void clearStencil(GrRenderTarget* target, int clearValue) override;
GrGpuRTCommandBuffer* createCommandBuffer(
GrRenderTarget*, GrSurfaceOrigin,
const GrGpuRTCommandBuffer::LoadAndStoreInfo&,
const GrGpuRTCommandBuffer::StencilLoadAndStoreInfo&) override;
GrGpuTextureCommandBuffer* createCommandBuffer(GrTexture*, GrSurfaceOrigin) override;
void addMemoryBarrier(VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
bool byRegion,
VkMemoryBarrier* barrier) const;
void addBufferMemoryBarrier(VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
bool byRegion,
VkBufferMemoryBarrier* barrier) const;
void addImageMemoryBarrier(VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
bool byRegion,
VkImageMemoryBarrier* barrier) const;
SkSL::Compiler* shaderCompiler() const {
return fCompiler;
}
void onResolveRenderTarget(GrRenderTarget* target) override {
this->internalResolveRenderTarget(target, true);
}
void submitSecondaryCommandBuffer(const SkTArray<GrVkSecondaryCommandBuffer*>&,
const GrVkRenderPass*,
const VkClearValue* colorClear,
GrVkRenderTarget*, GrSurfaceOrigin,
const SkIRect& bounds);
GrFence SK_WARN_UNUSED_RESULT insertFence() override;
bool waitFence(GrFence, uint64_t timeout) override;
void deleteFence(GrFence) const override;
sk_sp<GrSemaphore> SK_WARN_UNUSED_RESULT makeSemaphore(bool isOwned) override;
sk_sp<GrSemaphore> wrapBackendSemaphore(const GrBackendSemaphore& semaphore,
GrResourceProvider::SemaphoreWrapType wrapType,
GrWrapOwnership ownership) override;
void insertSemaphore(sk_sp<GrSemaphore> semaphore, bool flush) override;
void waitSemaphore(sk_sp<GrSemaphore> semaphore) override;
sk_sp<GrSemaphore> prepareTextureForCrossContextUsage(GrTexture*) override;
void generateMipmap(GrVkTexture* tex, GrSurfaceOrigin texOrigin);
void copyBuffer(GrVkBuffer* srcBuffer, GrVkBuffer* dstBuffer, VkDeviceSize srcOffset,
VkDeviceSize dstOffset, VkDeviceSize size);
bool updateBuffer(GrVkBuffer* buffer, const void* src, VkDeviceSize offset, VkDeviceSize size);
// Heaps
enum Heap {
kLinearImage_Heap = 0,
// We separate out small (i.e., <= 16K) images to reduce fragmentation
// in the main heap.
kOptimalImage_Heap,
kSmallOptimalImage_Heap,
// We have separate vertex and image heaps, because it's possible that
// a given Vulkan driver may allocate them separately.
kVertexBuffer_Heap,
kIndexBuffer_Heap,
kUniformBuffer_Heap,
kTexelBuffer_Heap,
kCopyReadBuffer_Heap,
kCopyWriteBuffer_Heap,
kLastHeap = kCopyWriteBuffer_Heap
};
static const int kHeapCount = kLastHeap + 1;
GrVkHeap* getHeap(Heap heap) const { return fHeaps[heap].get(); }
private:
GrVkGpu(GrContext*, const GrContextOptions&, sk_sp<const GrVkBackendContext> backendContext);
void onResetContext(uint32_t resetBits) override {}
void destroyResources();
sk_sp<GrTexture> onCreateTexture(const GrSurfaceDesc&, SkBudgeted, const GrMipLevel[],
int mipLevelCount) override;
sk_sp<GrTexture> onWrapBackendTexture(const GrBackendTexture&, GrWrapOwnership) override;
sk_sp<GrTexture> onWrapRenderableBackendTexture(const GrBackendTexture&,
int sampleCnt,
GrWrapOwnership) override;
sk_sp<GrRenderTarget> onWrapBackendRenderTarget(const GrBackendRenderTarget&) override;
sk_sp<GrRenderTarget> onWrapBackendTextureAsRenderTarget(const GrBackendTexture&,
int sampleCnt) override;
GrBuffer* onCreateBuffer(size_t size, GrBufferType type, GrAccessPattern,
const void* data) override;
bool onGetReadPixelsInfo(GrSurface*, GrSurfaceOrigin, int width, int height, size_t rowBytes,
GrColorType, DrawPreference*, ReadPixelTempDrawInfo*) override;
bool onGetWritePixelsInfo(GrSurface*, GrSurfaceOrigin, int width, int height, GrColorType,
DrawPreference*, WritePixelTempDrawInfo*) override;
bool onReadPixels(GrSurface* surface, GrSurfaceOrigin, int left, int top, int width, int height,
GrColorType, void* buffer, size_t rowBytes) override;
bool onWritePixels(GrSurface* surface, GrSurfaceOrigin, int left, int top, int width,
int height, GrColorType, const GrMipLevel texels[],
int mipLevelCount) override;
bool onTransferPixels(GrTexture*, int left, int top, int width, int height, GrColorType,
GrBuffer* transferBuffer, size_t offset, size_t rowBytes) override;
bool onCopySurface(GrSurface* dst, GrSurfaceOrigin dstOrigin, GrSurface* src,
GrSurfaceOrigin srcOrigin, const SkIRect& srcRect,
const SkIPoint& dstPoint) override;
void onFinishFlush(bool insertedSemaphores) override;
// Ends and submits the current command buffer to the queue and then creates a new command
// buffer and begins it. If sync is set to kForce_SyncQueue, the function will wait for all
// work in the queue to finish before returning. If this GrVkGpu object has any semaphores in
// fSemaphoreToSignal, we will add those signal semaphores to the submission of this command
// buffer. If this GrVkGpu object has any semaphores in fSemaphoresToWaitOn, we will add those
// wait semaphores to the submission of this command buffer.
void submitCommandBuffer(SyncQueue sync);
void internalResolveRenderTarget(GrRenderTarget*, bool requiresSubmit);
void copySurfaceAsCopyImage(GrSurface* dst, GrSurfaceOrigin dstOrigin,
GrSurface* src, GrSurfaceOrigin srcOrigin,
GrVkImage* dstImage, GrVkImage* srcImage,
const SkIRect& srcRect,
const SkIPoint& dstPoint);
void copySurfaceAsBlit(GrSurface* dst, GrSurfaceOrigin dstOrigin,
GrSurface* src, GrSurfaceOrigin srcOrigin,
GrVkImage* dstImage, GrVkImage* srcImage,
const SkIRect& srcRect,
const SkIPoint& dstPoint);
void copySurfaceAsResolve(GrSurface* dst, GrSurfaceOrigin dstOrigin,
GrSurface* src, GrSurfaceOrigin srcOrigin,
const SkIRect& srcRect,
const SkIPoint& dstPoint);
// helpers for onCreateTexture and writeTexturePixels
bool uploadTexDataLinear(GrVkTexture* tex, GrSurfaceOrigin texOrigin, int left, int top,
int width, int height, GrColorType colorType, const void* data,
size_t rowBytes);
bool uploadTexDataOptimal(GrVkTexture* tex, GrSurfaceOrigin texOrigin, int left, int top,
int width, int height, GrColorType colorType,
const GrMipLevel texels[], int mipLevelCount);
void resolveImage(GrSurface* dst, GrVkRenderTarget* src, const SkIRect& srcRect,
const SkIPoint& dstPoint);
sk_sp<const GrVkBackendContext> fBackendContext;
sk_sp<GrVkCaps> fVkCaps;
// These Vulkan objects are provided by the client, and also stored in fBackendContext.
// They're copied here for convenient access.
VkDevice fDevice;
VkQueue fQueue; // Must be Graphics queue
// Created by GrVkGpu
GrVkResourceProvider fResourceProvider;
VkCommandPool fCmdPool;
GrVkPrimaryCommandBuffer* fCurrentCmdBuffer;
SkSTArray<1, GrVkSemaphore::Resource*> fSemaphoresToWaitOn;
SkSTArray<1, GrVkSemaphore::Resource*> fSemaphoresToSignal;
VkPhysicalDeviceProperties fPhysDevProps;
VkPhysicalDeviceMemoryProperties fPhysDevMemProps;
std::unique_ptr<GrVkHeap> fHeaps[kHeapCount];
GrVkCopyManager fCopyManager;
#ifdef SK_ENABLE_VK_LAYERS
// For reporting validation layer errors
VkDebugReportCallbackEXT fCallback;
#endif
// compiler used for compiling sksl into spirv. We only want to create the compiler once since
// there is significant overhead to the first compile of any compiler.
SkSL::Compiler* fCompiler;
// We need a bool to track whether or not we've already disconnected all the gpu resources from
// vulkan context.
bool fDisconnected;
typedef GrGpu INHERITED;
};
#endif