/* * 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 GrGpu* Create(GrBackendContext backendContext, const GrContextOptions& options, GrContext* context); ~GrVkGpu() 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; } VkPhysicalDeviceMemoryProperties physicalDeviceMemoryProperties() const { return fPhysDevMemProps; } GrVkResourceProvider& resourceProvider() { return fResourceProvider; } GrVkPrimaryCommandBuffer* currentCommandBuffer() { return fCurrentCmdBuffer; } enum SyncQueue { kForce_SyncQueue, kSkip_SyncQueue }; bool onGetReadPixelsInfo(GrSurface* srcSurface, int readWidth, int readHeight, size_t rowBytes, GrPixelConfig readConfig, DrawPreference*, ReadPixelTempDrawInfo*) override; bool onGetWritePixelsInfo(GrSurface* dstSurface, int width, int height, GrPixelConfig srcConfig, DrawPreference*, WritePixelTempDrawInfo*) override; bool onCopySurface(GrSurface* dst, GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint) override; void onQueryMultisampleSpecs(GrRenderTarget* rt, const GrStencilSettings&, int* effectiveSampleCnt, SamplePattern*) override; void xferBarrier(GrRenderTarget*, GrXferBarrierType) override {} GrBackendObject createTestingOnlyBackendTexture(void* pixels, int w, int h, GrPixelConfig config, bool isRenderTarget) override; bool isTestingOnlyBackendTexture(GrBackendObject id) const override; void deleteTestingOnlyBackendTexture(GrBackendObject id, bool abandonTexture) override; GrStencilAttachment* createStencilAttachmentForRenderTarget(const GrRenderTarget*, int width, int height) override; void clearStencil(GrRenderTarget* target) override; GrGpuCommandBuffer* createCommandBuffer( const GrGpuCommandBuffer::LoadAndStoreInfo& colorInfo, const GrGpuCommandBuffer::LoadAndStoreInfo& stencilInfo) override; void drawDebugWireRect(GrRenderTarget*, const SkIRect&, GrColor) 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&, const GrVkRenderPass*, const VkClearValue*, GrVkRenderTarget*, const SkIRect& bounds); void finishOpList() override; GrFence SK_WARN_UNUSED_RESULT insertFence() override; bool waitFence(GrFence, uint64_t timeout) override; void deleteFence(GrFence) const override; sk_sp SK_WARN_UNUSED_RESULT makeSemaphore() override; void insertSemaphore(sk_sp semaphore, bool flush) override; void waitSemaphore(sk_sp semaphore) override; void generateMipmap(GrVkTexture* tex); 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, 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* context, const GrContextOptions& options, const GrVkBackendContext* backendContext); void onResetContext(uint32_t resetBits) override {} GrTexture* onCreateTexture(const GrSurfaceDesc& desc, SkBudgeted budgeted, const SkTArray&) override; GrTexture* onCreateCompressedTexture(const GrSurfaceDesc& desc, SkBudgeted, const SkTArray&) override { return NULL; } sk_sp onWrapBackendTexture(const GrBackendTexture&, GrSurfaceOrigin, GrBackendTextureFlags, int sampleCnt, GrWrapOwnership) override; sk_sp onWrapBackendRenderTarget(const GrBackendRenderTarget&, GrSurfaceOrigin) override; sk_sp onWrapBackendTextureAsRenderTarget(const GrBackendTexture&, GrSurfaceOrigin, int sampleCnt) override; GrBuffer* onCreateBuffer(size_t size, GrBufferType type, GrAccessPattern, const void* data) override; gr_instanced::InstancedRendering* onCreateInstancedRendering() override { return nullptr; } bool onReadPixels(GrSurface* surface, int left, int top, int width, int height, GrPixelConfig, void* buffer, size_t rowBytes) override; bool onWritePixels(GrSurface* surface, int left, int top, int width, int height, GrPixelConfig config, const SkTArray&) override; bool onTransferPixels(GrSurface*, int left, int top, int width, int height, GrPixelConfig config, GrBuffer* transferBuffer, size_t offset, size_t rowBytes) override { return false; } // 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 the signalSemaphore is not VK_NULL_HANDLE, // we will signal the semaphore at the end of this command buffer. If this GrVkGpu object has // any semaphores in fSemaphoresToWaitOn, we will add those wait semaphores to this command // buffer when submitting. void submitCommandBuffer(SyncQueue sync, const GrVkSemaphore::Resource* signalSemaphore = nullptr); void internalResolveRenderTarget(GrRenderTarget* target, bool requiresSubmit); void copySurfaceAsCopyImage(GrSurface* dst, GrSurface* src, GrVkImage* dstImage, GrVkImage* srcImage, const SkIRect& srcRect, const SkIPoint& dstPoint); void copySurfaceAsBlit(GrSurface* dst, GrSurface* src, GrVkImage* dstImage, GrVkImage* srcImage, const SkIRect& srcRect, const SkIPoint& dstPoint); void copySurfaceAsResolve(GrSurface* dst, GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint); // helpers for onCreateTexture and writeTexturePixels bool uploadTexDataLinear(GrVkTexture* tex, int left, int top, int width, int height, GrPixelConfig dataConfig, const void* data, size_t rowBytes); bool uploadTexDataOptimal(GrVkTexture* tex, int left, int top, int width, int height, GrPixelConfig dataConfig, const SkTArray&); void resolveImage(GrSurface* dst, GrVkRenderTarget* src, const SkIRect& srcRect, const SkIPoint& dstPoint); sk_sp fBackendContext; sk_sp 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, const GrVkSemaphore::Resource*> fSemaphoresToWaitOn; VkPhysicalDeviceMemoryProperties fPhysDevMemProps; std::unique_ptr 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; typedef GrGpu INHERITED; }; #endif