| /* |
| * Copyright 2016 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrVkResourceProvider_DEFINED |
| #define GrVkResourceProvider_DEFINED |
| |
| #include "include/gpu/vk/GrVkTypes.h" |
| #include "include/private/SkTArray.h" |
| #include "src/core/SkLRUCache.h" |
| #include "src/core/SkTDynamicHash.h" |
| #include "src/core/SkTInternalLList.h" |
| #include "src/gpu/GrResourceHandle.h" |
| #include "src/gpu/vk/GrVkDescriptorPool.h" |
| #include "src/gpu/vk/GrVkDescriptorSetManager.h" |
| #include "src/gpu/vk/GrVkPipelineStateBuilder.h" |
| #include "src/gpu/vk/GrVkRenderPass.h" |
| #include "src/gpu/vk/GrVkResource.h" |
| #include "src/gpu/vk/GrVkSampler.h" |
| #include "src/gpu/vk/GrVkSamplerYcbcrConversion.h" |
| #include "src/gpu/vk/GrVkUtil.h" |
| |
| #include <mutex> |
| #include <thread> |
| |
| class GrVkCommandPool; |
| class GrVkGpu; |
| class GrVkPipeline; |
| class GrVkPipelineState; |
| class GrVkPrimaryCommandBuffer; |
| class GrVkRenderTarget; |
| class GrVkSecondaryCommandBuffer; |
| class GrVkUniformHandler; |
| |
| class GrVkResourceProvider { |
| public: |
| GrVkResourceProvider(GrVkGpu* gpu); |
| ~GrVkResourceProvider(); |
| |
| // Set up any initial vk objects |
| void init(); |
| |
| GrVkPipeline* createPipeline(const GrProgramInfo&, |
| const GrStencilSettings& stencil, |
| VkPipelineShaderStageCreateInfo* shaderStageInfo, |
| int shaderStageCount, |
| GrPrimitiveType primitiveType, |
| VkRenderPass compatibleRenderPass, |
| VkPipelineLayout layout); |
| |
| GR_DEFINE_RESOURCE_HANDLE_CLASS(CompatibleRPHandle); |
| |
| // Finds or creates a simple render pass that matches the target, increments the refcount, |
| // and returns. The caller can optionally pass in a pointer to a CompatibleRPHandle. If this is |
| // non null it will be set to a handle that can be used in the furutre to quickly return a |
| // compatible GrVkRenderPasses without the need inspecting a GrVkRenderTarget. |
| const GrVkRenderPass* findCompatibleRenderPass(const GrVkRenderTarget& target, |
| CompatibleRPHandle* compatibleHandle = nullptr); |
| // The CompatibleRPHandle must be a valid handle previously set by a call to |
| // findCompatibleRenderPass(GrVkRenderTarget&, CompatibleRPHandle*). |
| const GrVkRenderPass* findCompatibleRenderPass(const CompatibleRPHandle& compatibleHandle); |
| |
| const GrVkRenderPass* findCompatibleExternalRenderPass(VkRenderPass, |
| uint32_t colorAttachmentIndex); |
| |
| // Finds or creates a render pass that matches the target and LoadStoreOps, increments the |
| // refcount, and returns. The caller can optionally pass in a pointer to a CompatibleRPHandle. |
| // If this is non null it will be set to a handle that can be used in the furutre to quickly |
| // return a GrVkRenderPasses without the need inspecting a GrVkRenderTarget. |
| const GrVkRenderPass* findRenderPass(const GrVkRenderTarget& target, |
| const GrVkRenderPass::LoadStoreOps& colorOps, |
| const GrVkRenderPass::LoadStoreOps& stencilOps, |
| CompatibleRPHandle* compatibleHandle = nullptr); |
| |
| // The CompatibleRPHandle must be a valid handle previously set by a call to findRenderPass or |
| // findCompatibleRenderPass. |
| const GrVkRenderPass* findRenderPass(const CompatibleRPHandle& compatibleHandle, |
| const GrVkRenderPass::LoadStoreOps& colorOps, |
| const GrVkRenderPass::LoadStoreOps& stencilOps); |
| |
| GrVkCommandPool* findOrCreateCommandPool(); |
| |
| void checkCommandBuffers(); |
| |
| // We must add the finishedProc to all active command buffers since we may have flushed work |
| // that the client cares about before they explicitly called flush and the GPU may reorder |
| // command execution. So we make sure all previously submitted work finishes before we call the |
| // finishedProc. |
| void addFinishedProcToActiveCommandBuffers(GrGpuFinishedProc finishedProc, |
| GrGpuFinishedContext finishedContext); |
| |
| // Finds or creates a compatible GrVkDescriptorPool for the requested type and count. |
| // The refcount is incremented and a pointer returned. |
| // TODO: Currently this will just create a descriptor pool without holding onto a ref itself |
| // so we currently do not reuse them. Rquires knowing if another draw is currently using |
| // the GrVkDescriptorPool, the ability to reset pools, and the ability to purge pools out |
| // of our cache of GrVkDescriptorPools. |
| GrVkDescriptorPool* findOrCreateCompatibleDescriptorPool(VkDescriptorType type, uint32_t count); |
| |
| // Finds or creates a compatible GrVkSampler based on the GrSamplerState and |
| // GrVkYcbcrConversionInfo. The refcount is incremented and a pointer returned. |
| GrVkSampler* findOrCreateCompatibleSampler(const GrSamplerState&, |
| const GrVkYcbcrConversionInfo& ycbcrInfo); |
| |
| // Finds or creates a compatible GrVkSamplerYcbcrConversion based on the GrSamplerState and |
| // GrVkYcbcrConversionInfo. The refcount is incremented and a pointer returned. |
| GrVkSamplerYcbcrConversion* findOrCreateCompatibleSamplerYcbcrConversion( |
| const GrVkYcbcrConversionInfo& ycbcrInfo); |
| |
| GrVkPipelineState* findOrCreateCompatiblePipelineState( |
| GrRenderTarget*, |
| const GrProgramInfo&, |
| GrPrimitiveType, |
| VkRenderPass compatibleRenderPass); |
| |
| void getSamplerDescriptorSetHandle(VkDescriptorType type, |
| const GrVkUniformHandler&, |
| GrVkDescriptorSetManager::Handle* handle); |
| void getSamplerDescriptorSetHandle(VkDescriptorType type, |
| const SkTArray<uint32_t>& visibilities, |
| GrVkDescriptorSetManager::Handle* handle); |
| |
| // Returns the compatible VkDescriptorSetLayout to use for uniform buffers. The caller does not |
| // own the VkDescriptorSetLayout and thus should not delete it. This function should be used |
| // when the caller needs the layout to create a VkPipelineLayout. |
| VkDescriptorSetLayout getUniformDSLayout() const; |
| |
| // Returns the compatible VkDescriptorSetLayout to use for a specific sampler handle. The caller |
| // does not own the VkDescriptorSetLayout and thus should not delete it. This function should be |
| // used when the caller needs the layout to create a VkPipelineLayout. |
| VkDescriptorSetLayout getSamplerDSLayout(const GrVkDescriptorSetManager::Handle&) const; |
| |
| // Returns a GrVkDescriptorSet that can be used for uniform buffers. The GrVkDescriptorSet |
| // is already reffed for the caller. |
| const GrVkDescriptorSet* getUniformDescriptorSet(); |
| |
| // Returns a GrVkDescriptorSet that can be used for sampler descriptors that are compatible with |
| // the GrVkDescriptorSetManager::Handle passed in. The GrVkDescriptorSet is already reffed for |
| // the caller. |
| const GrVkDescriptorSet* getSamplerDescriptorSet(const GrVkDescriptorSetManager::Handle&); |
| |
| |
| // Signals that the descriptor set passed it, which is compatible with the passed in handle, |
| // can be reused by the next allocation request. |
| void recycleDescriptorSet(const GrVkDescriptorSet* descSet, |
| const GrVkDescriptorSetManager::Handle&); |
| |
| // Creates or finds free uniform buffer resources of size GrVkUniformBuffer::kStandardSize. |
| // Anything larger will need to be created and released by the client. |
| const GrVkResource* findOrCreateStandardUniformBufferResource(); |
| |
| // Signals that the resource passed to it (which should be a uniform buffer resource) |
| // can be reused by the next uniform buffer resource request. |
| void recycleStandardUniformBufferResource(const GrVkResource*); |
| |
| void storePipelineCacheData(); |
| |
| // Destroy any cached resources. To be called before destroying the VkDevice. |
| // The assumption is that all queues are idle and all command buffers are finished. |
| // For resource tracing to work properly, this should be called after unrefing all other |
| // resource usages. |
| // If deviceLost is true, then resources will not be checked to see if they've finished |
| // before deleting (see section 4.2.4 of the Vulkan spec). |
| void destroyResources(bool deviceLost); |
| |
| // Abandon any cached resources. To be used when the context/VkDevice is lost. |
| // For resource tracing to work properly, this should be called after unrefing all other |
| // resource usages. |
| void abandonResources(); |
| |
| void backgroundReset(GrVkCommandPool* pool); |
| |
| void reset(GrVkCommandPool* pool); |
| |
| #if GR_TEST_UTILS |
| void resetShaderCacheForTesting() const { fPipelineStateCache->release(); } |
| #endif |
| |
| private: |
| |
| #ifdef SK_DEBUG |
| #define GR_PIPELINE_STATE_CACHE_STATS |
| #endif |
| |
| class PipelineStateCache : public ::SkNoncopyable { |
| public: |
| PipelineStateCache(GrVkGpu* gpu); |
| ~PipelineStateCache(); |
| |
| void abandon(); |
| void release(); |
| GrVkPipelineState* refPipelineState(GrRenderTarget*, |
| const GrProgramInfo&, |
| GrPrimitiveType, |
| VkRenderPass compatibleRenderPass); |
| |
| private: |
| struct Entry; |
| |
| struct DescHash { |
| uint32_t operator()(const GrProgramDesc& desc) const { |
| return SkOpts::hash_fn(desc.asKey(), desc.keyLength(), 0); |
| } |
| }; |
| |
| SkLRUCache<const GrVkPipelineStateBuilder::Desc, std::unique_ptr<Entry>, DescHash> fMap; |
| |
| GrVkGpu* fGpu; |
| |
| #ifdef GR_PIPELINE_STATE_CACHE_STATS |
| int fTotalRequests; |
| int fCacheMisses; |
| #endif |
| }; |
| |
| class CompatibleRenderPassSet { |
| public: |
| // This will always construct the basic load store render pass (all attachments load and |
| // store their data) so that there is at least one compatible VkRenderPass that can be used |
| // with this set. |
| CompatibleRenderPassSet(const GrVkGpu* gpu, const GrVkRenderTarget& target); |
| |
| bool isCompatible(const GrVkRenderTarget& target) const; |
| |
| GrVkRenderPass* getCompatibleRenderPass() const { |
| // The first GrVkRenderpass should always exist since we create the basic load store |
| // render pass on create |
| SkASSERT(fRenderPasses[0]); |
| return fRenderPasses[0]; |
| } |
| |
| GrVkRenderPass* getRenderPass(const GrVkGpu* gpu, |
| const GrVkRenderPass::LoadStoreOps& colorOps, |
| const GrVkRenderPass::LoadStoreOps& stencilOps); |
| |
| void releaseResources(GrVkGpu* gpu); |
| void abandonResources(); |
| |
| private: |
| SkSTArray<4, GrVkRenderPass*> fRenderPasses; |
| int fLastReturnedIndex; |
| }; |
| |
| VkPipelineCache pipelineCache(); |
| |
| GrVkGpu* fGpu; |
| |
| // Central cache for creating pipelines |
| VkPipelineCache fPipelineCache; |
| |
| SkSTArray<4, CompatibleRenderPassSet> fRenderPassArray; |
| |
| SkTArray<const GrVkRenderPass*> fExternalRenderPasses; |
| |
| // Array of command pools that we are waiting on |
| SkSTArray<4, GrVkCommandPool*, true> fActiveCommandPools; |
| |
| // Array of available command pools that are not in flight |
| SkSTArray<4, GrVkCommandPool*, true> fAvailableCommandPools; |
| |
| // Array of available uniform buffer resources |
| SkSTArray<16, const GrVkResource*, true> fAvailableUniformBufferResources; |
| |
| // Stores GrVkSampler objects that we've already created so we can reuse them across multiple |
| // GrVkPipelineStates |
| SkTDynamicHash<GrVkSampler, GrVkSampler::Key> fSamplers; |
| |
| // Stores GrVkSamplerYcbcrConversion objects that we've already created so we can reuse them. |
| SkTDynamicHash<GrVkSamplerYcbcrConversion, GrVkSamplerYcbcrConversion::Key> fYcbcrConversions; |
| |
| // Cache of GrVkPipelineStates |
| PipelineStateCache* fPipelineStateCache; |
| |
| SkSTArray<4, std::unique_ptr<GrVkDescriptorSetManager>> fDescriptorSetManagers; |
| |
| GrVkDescriptorSetManager::Handle fUniformDSHandle; |
| |
| std::recursive_mutex fBackgroundMutex; |
| }; |
| |
| #endif |