blob: f4cfa27224d16e908244c72015698373f9e981f2 [file] [log] [blame]
/*
* 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
}