xref: /aosp_15_r20/external/skia/include/gpu/ganesh/GrContextThreadSafeProxy.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2019 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrContextThreadSafeProxy_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrContextThreadSafeProxy_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/GpuTypes.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrContextOptions.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h"
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker #include <atomic>
18*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
19*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
20*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker class GrBackendFormat;
23*c8dee2aaSAndroid Build Coastguard Worker class GrCaps;
24*c8dee2aaSAndroid Build Coastguard Worker class GrContextThreadSafeProxyPriv;
25*c8dee2aaSAndroid Build Coastguard Worker class GrSurfaceCharacterization;
26*c8dee2aaSAndroid Build Coastguard Worker class GrThreadSafeCache;
27*c8dee2aaSAndroid Build Coastguard Worker class GrThreadSafePipelineBuilder;
28*c8dee2aaSAndroid Build Coastguard Worker class SkSurfaceProps;
29*c8dee2aaSAndroid Build Coastguard Worker enum SkColorType : int;
30*c8dee2aaSAndroid Build Coastguard Worker enum class SkTextureCompressionType;
31*c8dee2aaSAndroid Build Coastguard Worker struct SkImageInfo;
32*c8dee2aaSAndroid Build Coastguard Worker 
33*c8dee2aaSAndroid Build Coastguard Worker namespace sktext::gpu { class TextBlobRedrawCoordinator; }
34*c8dee2aaSAndroid Build Coastguard Worker 
35*c8dee2aaSAndroid Build Coastguard Worker /**
36*c8dee2aaSAndroid Build Coastguard Worker  * Can be used to perform actions related to the generating GrContext in a thread safe manner. The
37*c8dee2aaSAndroid Build Coastguard Worker  * proxy does not access the 3D API (e.g. OpenGL) that backs the generating GrContext.
38*c8dee2aaSAndroid Build Coastguard Worker  */
39*c8dee2aaSAndroid Build Coastguard Worker class SK_API GrContextThreadSafeProxy : public SkNVRefCnt<GrContextThreadSafeProxy> {
40*c8dee2aaSAndroid Build Coastguard Worker public:
41*c8dee2aaSAndroid Build Coastguard Worker     virtual ~GrContextThreadSafeProxy();
42*c8dee2aaSAndroid Build Coastguard Worker 
43*c8dee2aaSAndroid Build Coastguard Worker     /**
44*c8dee2aaSAndroid Build Coastguard Worker      *  Create a surface characterization for a DDL that will be replayed into the GrContext
45*c8dee2aaSAndroid Build Coastguard Worker      *  that created this proxy. On failure the resulting characterization will be invalid (i.e.,
46*c8dee2aaSAndroid Build Coastguard Worker      *  "!c.isValid()").
47*c8dee2aaSAndroid Build Coastguard Worker      *
48*c8dee2aaSAndroid Build Coastguard Worker      *  @param cacheMaxResourceBytes           The max resource bytes limit that will be in effect
49*c8dee2aaSAndroid Build Coastguard Worker      *                                         when the DDL created with this characterization is
50*c8dee2aaSAndroid Build Coastguard Worker      *                                         replayed.
51*c8dee2aaSAndroid Build Coastguard Worker      *                                         Note: the contract here is that the DDL will be
52*c8dee2aaSAndroid Build Coastguard Worker      *                                         created as if it had a full 'cacheMaxResourceBytes'
53*c8dee2aaSAndroid Build Coastguard Worker      *                                         to use. If replayed into a GrContext that already has
54*c8dee2aaSAndroid Build Coastguard Worker      *                                         locked GPU memory, the replay can exceed the budget.
55*c8dee2aaSAndroid Build Coastguard Worker      *                                         To rephrase, all resource allocation decisions are
56*c8dee2aaSAndroid Build Coastguard Worker      *                                         made at record time and at playback time the budget
57*c8dee2aaSAndroid Build Coastguard Worker      *                                         limits will be ignored.
58*c8dee2aaSAndroid Build Coastguard Worker      *  @param ii                              The image info specifying properties of the SkSurface
59*c8dee2aaSAndroid Build Coastguard Worker      *                                         that the DDL created with this characterization will
60*c8dee2aaSAndroid Build Coastguard Worker      *                                         be replayed into.
61*c8dee2aaSAndroid Build Coastguard Worker      *                                         Note: Ganesh doesn't make use of the SkImageInfo's
62*c8dee2aaSAndroid Build Coastguard Worker      *                                         alphaType
63*c8dee2aaSAndroid Build Coastguard Worker      *  @param backendFormat                   Information about the format of the GPU surface that
64*c8dee2aaSAndroid Build Coastguard Worker      *                                         will back the SkSurface upon replay
65*c8dee2aaSAndroid Build Coastguard Worker      *  @param sampleCount                     The sample count of the SkSurface that the DDL
66*c8dee2aaSAndroid Build Coastguard Worker      *                                         created with this characterization will be replayed
67*c8dee2aaSAndroid Build Coastguard Worker      *                                         into
68*c8dee2aaSAndroid Build Coastguard Worker      *  @param origin                          The origin of the SkSurface that the DDL created with
69*c8dee2aaSAndroid Build Coastguard Worker      *                                         this characterization will be replayed into
70*c8dee2aaSAndroid Build Coastguard Worker      *  @param surfaceProps                    The surface properties of the SkSurface that the DDL
71*c8dee2aaSAndroid Build Coastguard Worker      *                                         created with this characterization will be replayed
72*c8dee2aaSAndroid Build Coastguard Worker      *                                         into
73*c8dee2aaSAndroid Build Coastguard Worker      *  @param isMipmapped                     Will the surface the DDL will be replayed into have
74*c8dee2aaSAndroid Build Coastguard Worker      *                                         space allocated for mipmaps?
75*c8dee2aaSAndroid Build Coastguard Worker      *  @param willUseGLFBO0                   Will the surface the DDL will be replayed into be
76*c8dee2aaSAndroid Build Coastguard Worker      *                                         backed by GL FBO 0. This flag is only valid if using
77*c8dee2aaSAndroid Build Coastguard Worker      *                                         an GL backend.
78*c8dee2aaSAndroid Build Coastguard Worker      *  @param isTextureable                   Will the surface be able to act as a texture?
79*c8dee2aaSAndroid Build Coastguard Worker      *  @param isProtected                     Will the (Vulkan) surface be DRM protected?
80*c8dee2aaSAndroid Build Coastguard Worker      *  @param vkRTSupportsInputAttachment     Can the vulkan surface be used as in input
81*c8dee2aaSAndroid Build Coastguard Worker                                                attachment?
82*c8dee2aaSAndroid Build Coastguard Worker      *  @param forVulkanSecondaryCommandBuffer Will the surface be wrapping a vulkan secondary
83*c8dee2aaSAndroid Build Coastguard Worker      *                                         command buffer via a GrVkSecondaryCBDrawContext? If
84*c8dee2aaSAndroid Build Coastguard Worker      *                                         this is true then the following is required:
85*c8dee2aaSAndroid Build Coastguard Worker      *                                         isTexureable = false
86*c8dee2aaSAndroid Build Coastguard Worker      *                                         isMipmapped = false
87*c8dee2aaSAndroid Build Coastguard Worker      *                                         willUseGLFBO0 = false
88*c8dee2aaSAndroid Build Coastguard Worker      *                                         vkRTSupportsInputAttachment = false
89*c8dee2aaSAndroid Build Coastguard Worker      */
90*c8dee2aaSAndroid Build Coastguard Worker     GrSurfaceCharacterization createCharacterization(
91*c8dee2aaSAndroid Build Coastguard Worker             size_t cacheMaxResourceBytes,
92*c8dee2aaSAndroid Build Coastguard Worker             const SkImageInfo& ii,
93*c8dee2aaSAndroid Build Coastguard Worker             const GrBackendFormat& backendFormat,
94*c8dee2aaSAndroid Build Coastguard Worker             int sampleCount,
95*c8dee2aaSAndroid Build Coastguard Worker             GrSurfaceOrigin origin,
96*c8dee2aaSAndroid Build Coastguard Worker             const SkSurfaceProps& surfaceProps,
97*c8dee2aaSAndroid Build Coastguard Worker             skgpu::Mipmapped isMipmapped,
98*c8dee2aaSAndroid Build Coastguard Worker             bool willUseGLFBO0 = false,
99*c8dee2aaSAndroid Build Coastguard Worker             bool isTextureable = true,
100*c8dee2aaSAndroid Build Coastguard Worker             skgpu::Protected isProtected = GrProtected::kNo,
101*c8dee2aaSAndroid Build Coastguard Worker             bool vkRTSupportsInputAttachment = false,
102*c8dee2aaSAndroid Build Coastguard Worker             bool forVulkanSecondaryCommandBuffer = false);
103*c8dee2aaSAndroid Build Coastguard Worker 
104*c8dee2aaSAndroid Build Coastguard Worker     /*
105*c8dee2aaSAndroid Build Coastguard Worker      * Retrieve the default GrBackendFormat for a given SkColorType and renderability.
106*c8dee2aaSAndroid Build Coastguard Worker      * It is guaranteed that this backend format will be the one used by the following
107*c8dee2aaSAndroid Build Coastguard Worker      * SkColorType and GrSurfaceCharacterization-based createBackendTexture methods.
108*c8dee2aaSAndroid Build Coastguard Worker      *
109*c8dee2aaSAndroid Build Coastguard Worker      * The caller should check that the returned format is valid.
110*c8dee2aaSAndroid Build Coastguard Worker      */
111*c8dee2aaSAndroid Build Coastguard Worker     GrBackendFormat defaultBackendFormat(SkColorType ct, GrRenderable renderable) const;
112*c8dee2aaSAndroid Build Coastguard Worker 
113*c8dee2aaSAndroid Build Coastguard Worker     /**
114*c8dee2aaSAndroid Build Coastguard Worker      * Retrieve the GrBackendFormat for a given SkTextureCompressionType. This is
115*c8dee2aaSAndroid Build Coastguard Worker      * guaranteed to match the backend format used by the following
116*c8dee2aaSAndroid Build Coastguard Worker      * createCompressedBackendTexture methods that take a CompressionType.
117*c8dee2aaSAndroid Build Coastguard Worker      *
118*c8dee2aaSAndroid Build Coastguard Worker      * The caller should check that the returned format is valid.
119*c8dee2aaSAndroid Build Coastguard Worker      */
120*c8dee2aaSAndroid Build Coastguard Worker     GrBackendFormat compressedBackendFormat(SkTextureCompressionType c) const;
121*c8dee2aaSAndroid Build Coastguard Worker 
122*c8dee2aaSAndroid Build Coastguard Worker     /**
123*c8dee2aaSAndroid Build Coastguard Worker      * Gets the maximum supported sample count for a color type. 1 is returned if only non-MSAA
124*c8dee2aaSAndroid Build Coastguard Worker      * rendering is supported for the color type. 0 is returned if rendering to this color type
125*c8dee2aaSAndroid Build Coastguard Worker      * is not supported at all.
126*c8dee2aaSAndroid Build Coastguard Worker      */
127*c8dee2aaSAndroid Build Coastguard Worker     int maxSurfaceSampleCountForColorType(SkColorType colorType) const;
128*c8dee2aaSAndroid Build Coastguard Worker 
isValid()129*c8dee2aaSAndroid Build Coastguard Worker     bool isValid() const { return nullptr != fCaps; }
130*c8dee2aaSAndroid Build Coastguard Worker 
131*c8dee2aaSAndroid Build Coastguard Worker     bool operator==(const GrContextThreadSafeProxy& that) const {
132*c8dee2aaSAndroid Build Coastguard Worker         // Each GrContext should only ever have a single thread-safe proxy.
133*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT((this == &that) == (this->fContextID == that.fContextID));
134*c8dee2aaSAndroid Build Coastguard Worker         return this == &that;
135*c8dee2aaSAndroid Build Coastguard Worker     }
136*c8dee2aaSAndroid Build Coastguard Worker 
137*c8dee2aaSAndroid Build Coastguard Worker     bool operator!=(const GrContextThreadSafeProxy& that) const { return !(*this == that); }
138*c8dee2aaSAndroid Build Coastguard Worker 
139*c8dee2aaSAndroid Build Coastguard Worker     // Provides access to functions that aren't part of the public API.
140*c8dee2aaSAndroid Build Coastguard Worker     GrContextThreadSafeProxyPriv priv();
141*c8dee2aaSAndroid Build Coastguard Worker     const GrContextThreadSafeProxyPriv priv() const;  // NOLINT(readability-const-return-type)
142*c8dee2aaSAndroid Build Coastguard Worker 
143*c8dee2aaSAndroid Build Coastguard Worker protected:
144*c8dee2aaSAndroid Build Coastguard Worker     // DDL TODO: need to add unit tests for backend & maybe options
145*c8dee2aaSAndroid Build Coastguard Worker     GrContextThreadSafeProxy(GrBackendApi, const GrContextOptions&);
146*c8dee2aaSAndroid Build Coastguard Worker 
147*c8dee2aaSAndroid Build Coastguard Worker private:
148*c8dee2aaSAndroid Build Coastguard Worker     friend class GrContextThreadSafeProxyPriv;  // for ctor and hidden methods
149*c8dee2aaSAndroid Build Coastguard Worker 
150*c8dee2aaSAndroid Build Coastguard Worker     void abandonContext();
151*c8dee2aaSAndroid Build Coastguard Worker     bool abandoned() const;
152*c8dee2aaSAndroid Build Coastguard Worker 
153*c8dee2aaSAndroid Build Coastguard Worker     // TODO: This should be part of the constructor but right now we have a chicken-and-egg problem
154*c8dee2aaSAndroid Build Coastguard Worker     // with GrContext where we get the caps by creating a GPU which requires a context (see the
155*c8dee2aaSAndroid Build Coastguard Worker     // `init` method on GrContext_Base).
156*c8dee2aaSAndroid Build Coastguard Worker     void init(sk_sp<const GrCaps>, sk_sp<GrThreadSafePipelineBuilder>);
157*c8dee2aaSAndroid Build Coastguard Worker 
158*c8dee2aaSAndroid Build Coastguard Worker     virtual bool isValidCharacterizationForVulkan(sk_sp<const GrCaps>,
159*c8dee2aaSAndroid Build Coastguard Worker                                                   bool isTextureable,
160*c8dee2aaSAndroid Build Coastguard Worker                                                   skgpu::Mipmapped isMipmapped,
161*c8dee2aaSAndroid Build Coastguard Worker                                                   skgpu::Protected isProtected,
162*c8dee2aaSAndroid Build Coastguard Worker                                                   bool vkRTSupportsInputAttachment,
163*c8dee2aaSAndroid Build Coastguard Worker                                                   bool forVulkanSecondaryCommandBuffer);
164*c8dee2aaSAndroid Build Coastguard Worker 
165*c8dee2aaSAndroid Build Coastguard Worker     const GrBackendApi                                      fBackend;
166*c8dee2aaSAndroid Build Coastguard Worker     const GrContextOptions                                  fOptions;
167*c8dee2aaSAndroid Build Coastguard Worker     const uint32_t                                          fContextID;
168*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<const GrCaps>                                     fCaps;
169*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<sktext::gpu::TextBlobRedrawCoordinator> fTextBlobRedrawCoordinator;
170*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<GrThreadSafeCache>                      fThreadSafeCache;
171*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<GrThreadSafePipelineBuilder>                      fPipelineBuilder;
172*c8dee2aaSAndroid Build Coastguard Worker     std::atomic<bool>                                       fAbandoned{false};
173*c8dee2aaSAndroid Build Coastguard Worker };
174*c8dee2aaSAndroid Build Coastguard Worker 
175*c8dee2aaSAndroid Build Coastguard Worker #endif
176