1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2022 Google LLC
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 #include "src/gpu/graphite/dawn/DawnResourceProvider.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/BackendTexture.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/TextureInfo.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/dawn/DawnTypes.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAlign.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ComputePipeline.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RenderPassDesc.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnBuffer.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnCommandBuffer.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnComputePipeline.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnErrorChecker.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnGraphicsPipeline.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnGraphiteTypesPriv.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnSampler.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnSharedContext.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/dawn/DawnTexture.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/sksl/SkSLCompiler.h"
26*c8dee2aaSAndroid Build Coastguard Worker
27*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
28*c8dee2aaSAndroid Build Coastguard Worker
29*c8dee2aaSAndroid Build Coastguard Worker namespace {
30*c8dee2aaSAndroid Build Coastguard Worker
31*c8dee2aaSAndroid Build Coastguard Worker constexpr int kBufferBindingSizeAlignment = 16;
32*c8dee2aaSAndroid Build Coastguard Worker constexpr int kMaxNumberOfCachedBufferBindGroups = 1024;
33*c8dee2aaSAndroid Build Coastguard Worker constexpr int kMaxNumberOfCachedTextureBindGroups = 4096;
34*c8dee2aaSAndroid Build Coastguard Worker
create_shader_module(const wgpu::Device & device,const char * source)35*c8dee2aaSAndroid Build Coastguard Worker wgpu::ShaderModule create_shader_module(const wgpu::Device& device, const char* source) {
36*c8dee2aaSAndroid Build Coastguard Worker #ifdef WGPU_BREAKING_CHANGE_DROP_DESCRIPTOR
37*c8dee2aaSAndroid Build Coastguard Worker wgpu::ShaderSourceWGSL wgslDesc;
38*c8dee2aaSAndroid Build Coastguard Worker #else
39*c8dee2aaSAndroid Build Coastguard Worker wgpu::ShaderModuleWGSLDescriptor wgslDesc;
40*c8dee2aaSAndroid Build Coastguard Worker #endif
41*c8dee2aaSAndroid Build Coastguard Worker wgslDesc.code = source;
42*c8dee2aaSAndroid Build Coastguard Worker wgpu::ShaderModuleDescriptor descriptor;
43*c8dee2aaSAndroid Build Coastguard Worker descriptor.nextInChain = &wgslDesc;
44*c8dee2aaSAndroid Build Coastguard Worker return device.CreateShaderModule(&descriptor);
45*c8dee2aaSAndroid Build Coastguard Worker }
46*c8dee2aaSAndroid Build Coastguard Worker
create_blit_render_pipeline(const DawnSharedContext * sharedContext,const char * label,wgpu::ShaderModule vsModule,wgpu::ShaderModule fsModule,wgpu::TextureFormat renderPassColorFormat,wgpu::TextureFormat renderPassDepthStencilFormat,int numSamples)47*c8dee2aaSAndroid Build Coastguard Worker wgpu::RenderPipeline create_blit_render_pipeline(const DawnSharedContext* sharedContext,
48*c8dee2aaSAndroid Build Coastguard Worker const char* label,
49*c8dee2aaSAndroid Build Coastguard Worker wgpu::ShaderModule vsModule,
50*c8dee2aaSAndroid Build Coastguard Worker wgpu::ShaderModule fsModule,
51*c8dee2aaSAndroid Build Coastguard Worker wgpu::TextureFormat renderPassColorFormat,
52*c8dee2aaSAndroid Build Coastguard Worker wgpu::TextureFormat renderPassDepthStencilFormat,
53*c8dee2aaSAndroid Build Coastguard Worker int numSamples) {
54*c8dee2aaSAndroid Build Coastguard Worker wgpu::RenderPipelineDescriptor descriptor;
55*c8dee2aaSAndroid Build Coastguard Worker descriptor.label = label;
56*c8dee2aaSAndroid Build Coastguard Worker descriptor.layout = nullptr;
57*c8dee2aaSAndroid Build Coastguard Worker
58*c8dee2aaSAndroid Build Coastguard Worker wgpu::ColorTargetState colorTarget;
59*c8dee2aaSAndroid Build Coastguard Worker colorTarget.format = renderPassColorFormat;
60*c8dee2aaSAndroid Build Coastguard Worker colorTarget.blend = nullptr;
61*c8dee2aaSAndroid Build Coastguard Worker colorTarget.writeMask = wgpu::ColorWriteMask::All;
62*c8dee2aaSAndroid Build Coastguard Worker
63*c8dee2aaSAndroid Build Coastguard Worker wgpu::DepthStencilState depthStencil;
64*c8dee2aaSAndroid Build Coastguard Worker if (renderPassDepthStencilFormat != wgpu::TextureFormat::Undefined) {
65*c8dee2aaSAndroid Build Coastguard Worker depthStencil.format = renderPassDepthStencilFormat;
66*c8dee2aaSAndroid Build Coastguard Worker depthStencil.depthWriteEnabled = false;
67*c8dee2aaSAndroid Build Coastguard Worker depthStencil.depthCompare = wgpu::CompareFunction::Always;
68*c8dee2aaSAndroid Build Coastguard Worker
69*c8dee2aaSAndroid Build Coastguard Worker descriptor.depthStencil = &depthStencil;
70*c8dee2aaSAndroid Build Coastguard Worker }
71*c8dee2aaSAndroid Build Coastguard Worker
72*c8dee2aaSAndroid Build Coastguard Worker wgpu::FragmentState fragment;
73*c8dee2aaSAndroid Build Coastguard Worker fragment.module = std::move(fsModule);
74*c8dee2aaSAndroid Build Coastguard Worker fragment.entryPoint = "main";
75*c8dee2aaSAndroid Build Coastguard Worker fragment.targetCount = 1;
76*c8dee2aaSAndroid Build Coastguard Worker fragment.targets = &colorTarget;
77*c8dee2aaSAndroid Build Coastguard Worker descriptor.fragment = &fragment;
78*c8dee2aaSAndroid Build Coastguard Worker
79*c8dee2aaSAndroid Build Coastguard Worker descriptor.vertex.module = std::move(vsModule);
80*c8dee2aaSAndroid Build Coastguard Worker descriptor.vertex.entryPoint = "main";
81*c8dee2aaSAndroid Build Coastguard Worker descriptor.vertex.constantCount = 0;
82*c8dee2aaSAndroid Build Coastguard Worker descriptor.vertex.constants = nullptr;
83*c8dee2aaSAndroid Build Coastguard Worker descriptor.vertex.bufferCount = 0;
84*c8dee2aaSAndroid Build Coastguard Worker descriptor.vertex.buffers = nullptr;
85*c8dee2aaSAndroid Build Coastguard Worker
86*c8dee2aaSAndroid Build Coastguard Worker descriptor.primitive.frontFace = wgpu::FrontFace::CCW;
87*c8dee2aaSAndroid Build Coastguard Worker descriptor.primitive.cullMode = wgpu::CullMode::None;
88*c8dee2aaSAndroid Build Coastguard Worker descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleStrip;
89*c8dee2aaSAndroid Build Coastguard Worker descriptor.primitive.stripIndexFormat = wgpu::IndexFormat::Undefined;
90*c8dee2aaSAndroid Build Coastguard Worker
91*c8dee2aaSAndroid Build Coastguard Worker descriptor.multisample.count = numSamples;
92*c8dee2aaSAndroid Build Coastguard Worker descriptor.multisample.mask = 0xFFFFFFFF;
93*c8dee2aaSAndroid Build Coastguard Worker descriptor.multisample.alphaToCoverageEnabled = false;
94*c8dee2aaSAndroid Build Coastguard Worker
95*c8dee2aaSAndroid Build Coastguard Worker std::optional<DawnErrorChecker> errorChecker;
96*c8dee2aaSAndroid Build Coastguard Worker if (sharedContext->dawnCaps()->allowScopedErrorChecks()) {
97*c8dee2aaSAndroid Build Coastguard Worker errorChecker.emplace(sharedContext);
98*c8dee2aaSAndroid Build Coastguard Worker }
99*c8dee2aaSAndroid Build Coastguard Worker auto pipeline = sharedContext->device().CreateRenderPipeline(&descriptor);
100*c8dee2aaSAndroid Build Coastguard Worker if (errorChecker.has_value() && errorChecker->popErrorScopes() != DawnErrorType::kNoError) {
101*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
102*c8dee2aaSAndroid Build Coastguard Worker }
103*c8dee2aaSAndroid Build Coastguard Worker
104*c8dee2aaSAndroid Build Coastguard Worker return pipeline;
105*c8dee2aaSAndroid Build Coastguard Worker }
106*c8dee2aaSAndroid Build Coastguard Worker
107*c8dee2aaSAndroid Build Coastguard Worker template <size_t NumEntries>
108*c8dee2aaSAndroid Build Coastguard Worker using BindGroupKey = typename DawnResourceProvider::BindGroupKey<NumEntries>;
109*c8dee2aaSAndroid Build Coastguard Worker using UniformBindGroupKey = BindGroupKey<DawnResourceProvider::kNumUniformEntries>;
110*c8dee2aaSAndroid Build Coastguard Worker
make_ubo_bind_group_key(const std::array<std::pair<const DawnBuffer *,uint32_t>,DawnResourceProvider::kNumUniformEntries> & boundBuffersAndSizes)111*c8dee2aaSAndroid Build Coastguard Worker UniformBindGroupKey make_ubo_bind_group_key(
112*c8dee2aaSAndroid Build Coastguard Worker const std::array<std::pair<const DawnBuffer*, uint32_t>,
113*c8dee2aaSAndroid Build Coastguard Worker DawnResourceProvider::kNumUniformEntries>& boundBuffersAndSizes) {
114*c8dee2aaSAndroid Build Coastguard Worker UniformBindGroupKey uniqueKey;
115*c8dee2aaSAndroid Build Coastguard Worker {
116*c8dee2aaSAndroid Build Coastguard Worker // Each entry in the bind group needs 2 uint32_t in the key:
117*c8dee2aaSAndroid Build Coastguard Worker // - buffer's unique ID: 32 bits.
118*c8dee2aaSAndroid Build Coastguard Worker // - buffer's binding size: 32 bits.
119*c8dee2aaSAndroid Build Coastguard Worker // We need total of 4 entries in the uniform buffer bind group.
120*c8dee2aaSAndroid Build Coastguard Worker // Unused entries will be assigned zero values.
121*c8dee2aaSAndroid Build Coastguard Worker UniformBindGroupKey::Builder builder(&uniqueKey);
122*c8dee2aaSAndroid Build Coastguard Worker
123*c8dee2aaSAndroid Build Coastguard Worker for (uint32_t i = 0; i < boundBuffersAndSizes.size(); ++i) {
124*c8dee2aaSAndroid Build Coastguard Worker const DawnBuffer* boundBuffer = boundBuffersAndSizes[i].first;
125*c8dee2aaSAndroid Build Coastguard Worker const uint32_t bindingSize = boundBuffersAndSizes[i].second;
126*c8dee2aaSAndroid Build Coastguard Worker if (boundBuffer) {
127*c8dee2aaSAndroid Build Coastguard Worker builder[2 * i] = boundBuffer->uniqueID().asUInt();
128*c8dee2aaSAndroid Build Coastguard Worker builder[2 * i + 1] = bindingSize;
129*c8dee2aaSAndroid Build Coastguard Worker } else {
130*c8dee2aaSAndroid Build Coastguard Worker builder[2 * i] = 0;
131*c8dee2aaSAndroid Build Coastguard Worker builder[2 * i + 1] = 0;
132*c8dee2aaSAndroid Build Coastguard Worker }
133*c8dee2aaSAndroid Build Coastguard Worker }
134*c8dee2aaSAndroid Build Coastguard Worker
135*c8dee2aaSAndroid Build Coastguard Worker builder.finish();
136*c8dee2aaSAndroid Build Coastguard Worker }
137*c8dee2aaSAndroid Build Coastguard Worker
138*c8dee2aaSAndroid Build Coastguard Worker return uniqueKey;
139*c8dee2aaSAndroid Build Coastguard Worker }
140*c8dee2aaSAndroid Build Coastguard Worker
make_texture_bind_group_key(const DawnSampler * sampler,const DawnTexture * texture)141*c8dee2aaSAndroid Build Coastguard Worker BindGroupKey<1> make_texture_bind_group_key(const DawnSampler* sampler,
142*c8dee2aaSAndroid Build Coastguard Worker const DawnTexture* texture) {
143*c8dee2aaSAndroid Build Coastguard Worker BindGroupKey<1> uniqueKey;
144*c8dee2aaSAndroid Build Coastguard Worker {
145*c8dee2aaSAndroid Build Coastguard Worker BindGroupKey<1>::Builder builder(&uniqueKey);
146*c8dee2aaSAndroid Build Coastguard Worker
147*c8dee2aaSAndroid Build Coastguard Worker builder[0] = sampler->uniqueID().asUInt();
148*c8dee2aaSAndroid Build Coastguard Worker builder[1] = texture->uniqueID().asUInt();
149*c8dee2aaSAndroid Build Coastguard Worker
150*c8dee2aaSAndroid Build Coastguard Worker builder.finish();
151*c8dee2aaSAndroid Build Coastguard Worker }
152*c8dee2aaSAndroid Build Coastguard Worker
153*c8dee2aaSAndroid Build Coastguard Worker return uniqueKey;
154*c8dee2aaSAndroid Build Coastguard Worker }
155*c8dee2aaSAndroid Build Coastguard Worker } // namespace
156*c8dee2aaSAndroid Build Coastguard Worker
157*c8dee2aaSAndroid Build Coastguard Worker
158*c8dee2aaSAndroid Build Coastguard Worker // Wraps a Dawn buffer, and tracks the intrinsic blocks residing in this buffer.
159*c8dee2aaSAndroid Build Coastguard Worker class DawnResourceProvider::IntrinsicBuffer final {
160*c8dee2aaSAndroid Build Coastguard Worker public:
161*c8dee2aaSAndroid Build Coastguard Worker static constexpr int kNumSlots = 8;
162*c8dee2aaSAndroid Build Coastguard Worker
IntrinsicBuffer(sk_sp<DawnBuffer> dawnBuffer)163*c8dee2aaSAndroid Build Coastguard Worker IntrinsicBuffer(sk_sp<DawnBuffer> dawnBuffer) : fDawnBuffer(std::move(dawnBuffer)) {}
164*c8dee2aaSAndroid Build Coastguard Worker ~IntrinsicBuffer() = default;
165*c8dee2aaSAndroid Build Coastguard Worker
buffer() const166*c8dee2aaSAndroid Build Coastguard Worker sk_sp<DawnBuffer> buffer() const { return fDawnBuffer; }
167*c8dee2aaSAndroid Build Coastguard Worker
168*c8dee2aaSAndroid Build Coastguard Worker // Track that 'intrinsicValues' is stored in the buffer at the 'offset'.
trackIntrinsic(UniformDataBlock intrinsicValues,uint32_t offset)169*c8dee2aaSAndroid Build Coastguard Worker void trackIntrinsic(UniformDataBlock intrinsicValues, uint32_t offset) {
170*c8dee2aaSAndroid Build Coastguard Worker fCachedIntrinsicValues.set(UniformDataBlock::Make(intrinsicValues, &fUniformData), offset);
171*c8dee2aaSAndroid Build Coastguard Worker }
172*c8dee2aaSAndroid Build Coastguard Worker
173*c8dee2aaSAndroid Build Coastguard Worker // Find the offset of 'intrinsicValues' in the buffer. If not found, return nullptr.
findIntrinsic(UniformDataBlock intrinsicValues) const174*c8dee2aaSAndroid Build Coastguard Worker uint32_t* findIntrinsic(UniformDataBlock intrinsicValues) const {
175*c8dee2aaSAndroid Build Coastguard Worker return fCachedIntrinsicValues.find(intrinsicValues);
176*c8dee2aaSAndroid Build Coastguard Worker }
177*c8dee2aaSAndroid Build Coastguard Worker
slotsUsed() const178*c8dee2aaSAndroid Build Coastguard Worker int slotsUsed() const { return fCachedIntrinsicValues.count(); }
179*c8dee2aaSAndroid Build Coastguard Worker
updateAccessTime()180*c8dee2aaSAndroid Build Coastguard Worker void updateAccessTime() {
181*c8dee2aaSAndroid Build Coastguard Worker fLastAccess = skgpu::StdSteadyClock::now();
182*c8dee2aaSAndroid Build Coastguard Worker }
lastAccessTime() const183*c8dee2aaSAndroid Build Coastguard Worker skgpu::StdSteadyClock::time_point lastAccessTime() const {
184*c8dee2aaSAndroid Build Coastguard Worker return fLastAccess;
185*c8dee2aaSAndroid Build Coastguard Worker }
186*c8dee2aaSAndroid Build Coastguard Worker
187*c8dee2aaSAndroid Build Coastguard Worker private:
188*c8dee2aaSAndroid Build Coastguard Worker skia_private::THashMap<UniformDataBlock, uint32_t, UniformDataBlock::Hash>
189*c8dee2aaSAndroid Build Coastguard Worker fCachedIntrinsicValues;
190*c8dee2aaSAndroid Build Coastguard Worker SkArenaAlloc fUniformData{0};
191*c8dee2aaSAndroid Build Coastguard Worker
192*c8dee2aaSAndroid Build Coastguard Worker sk_sp<DawnBuffer> fDawnBuffer;
193*c8dee2aaSAndroid Build Coastguard Worker skgpu::StdSteadyClock::time_point fLastAccess;
194*c8dee2aaSAndroid Build Coastguard Worker
195*c8dee2aaSAndroid Build Coastguard Worker SK_DECLARE_INTERNAL_LLIST_INTERFACE(IntrinsicBuffer);
196*c8dee2aaSAndroid Build Coastguard Worker };
197*c8dee2aaSAndroid Build Coastguard Worker
198*c8dee2aaSAndroid Build Coastguard Worker // DawnResourceProvider::IntrinsicConstantsManager
199*c8dee2aaSAndroid Build Coastguard Worker // ----------------------------------------------------------------------------
200*c8dee2aaSAndroid Build Coastguard Worker
201*c8dee2aaSAndroid Build Coastguard Worker /**
202*c8dee2aaSAndroid Build Coastguard Worker * Since Dawn does not currently provide push constants, this helper class manages rotating through
203*c8dee2aaSAndroid Build Coastguard Worker * buffers and writing each new occurrence of a set of intrinsic uniforms into the current buffer.
204*c8dee2aaSAndroid Build Coastguard Worker */
205*c8dee2aaSAndroid Build Coastguard Worker class DawnResourceProvider::IntrinsicConstantsManager {
206*c8dee2aaSAndroid Build Coastguard Worker public:
IntrinsicConstantsManager(DawnResourceProvider * resourceProvider)207*c8dee2aaSAndroid Build Coastguard Worker explicit IntrinsicConstantsManager(DawnResourceProvider* resourceProvider)
208*c8dee2aaSAndroid Build Coastguard Worker : fResourceProvider(resourceProvider) {}
209*c8dee2aaSAndroid Build Coastguard Worker
~IntrinsicConstantsManager()210*c8dee2aaSAndroid Build Coastguard Worker ~IntrinsicConstantsManager() {
211*c8dee2aaSAndroid Build Coastguard Worker auto alwaysTrue = [](IntrinsicBuffer* buffer) { return true; };
212*c8dee2aaSAndroid Build Coastguard Worker this->purgeBuffersIf(alwaysTrue);
213*c8dee2aaSAndroid Build Coastguard Worker
214*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fIntrinsicBuffersLRU.isEmpty());
215*c8dee2aaSAndroid Build Coastguard Worker }
216*c8dee2aaSAndroid Build Coastguard Worker
217*c8dee2aaSAndroid Build Coastguard Worker // Find or create a bind buffer info for the given intrinsic values used in the given command
218*c8dee2aaSAndroid Build Coastguard Worker // buffer.
219*c8dee2aaSAndroid Build Coastguard Worker BindBufferInfo add(DawnCommandBuffer* cb, UniformDataBlock intrinsicValues);
220*c8dee2aaSAndroid Build Coastguard Worker
purgeResourcesNotUsedSince(StdSteadyClock::time_point purgeTime)221*c8dee2aaSAndroid Build Coastguard Worker void purgeResourcesNotUsedSince(StdSteadyClock::time_point purgeTime) {
222*c8dee2aaSAndroid Build Coastguard Worker auto bufferNotUsedSince = [purgeTime, this](IntrinsicBuffer* buffer) {
223*c8dee2aaSAndroid Build Coastguard Worker // We always keep the current buffer as it is likely to be used again soon.
224*c8dee2aaSAndroid Build Coastguard Worker return buffer != fCurrentBuffer && buffer->lastAccessTime() < purgeTime;
225*c8dee2aaSAndroid Build Coastguard Worker };
226*c8dee2aaSAndroid Build Coastguard Worker this->purgeBuffersIf(bufferNotUsedSince);
227*c8dee2aaSAndroid Build Coastguard Worker }
228*c8dee2aaSAndroid Build Coastguard Worker
freeGpuResources()229*c8dee2aaSAndroid Build Coastguard Worker void freeGpuResources() { this->purgeResourcesNotUsedSince(skgpu::StdSteadyClock::now()); }
230*c8dee2aaSAndroid Build Coastguard Worker
231*c8dee2aaSAndroid Build Coastguard Worker private:
232*c8dee2aaSAndroid Build Coastguard Worker // The max number of intrinsic buffers to keep around in the cache.
233*c8dee2aaSAndroid Build Coastguard Worker static constexpr uint32_t kMaxNumBuffers = 16;
234*c8dee2aaSAndroid Build Coastguard Worker
235*c8dee2aaSAndroid Build Coastguard Worker // Traverse the intrinsic buffers and purge the ones that match the 'pred'.
236*c8dee2aaSAndroid Build Coastguard Worker template<typename T> void purgeBuffersIf(T pred);
237*c8dee2aaSAndroid Build Coastguard Worker
238*c8dee2aaSAndroid Build Coastguard Worker DawnResourceProvider* const fResourceProvider;
239*c8dee2aaSAndroid Build Coastguard Worker // The current buffer being filled up, as well as the how much of it has been written to.
240*c8dee2aaSAndroid Build Coastguard Worker IntrinsicBuffer* fCurrentBuffer = nullptr;
241*c8dee2aaSAndroid Build Coastguard Worker
242*c8dee2aaSAndroid Build Coastguard Worker // All cached intrinsic buffers, in LRU order.
243*c8dee2aaSAndroid Build Coastguard Worker SkTInternalLList<IntrinsicBuffer> fIntrinsicBuffersLRU;
244*c8dee2aaSAndroid Build Coastguard Worker // The number of intrinsic buffers currently in the cache.
245*c8dee2aaSAndroid Build Coastguard Worker uint32_t fNumBuffers = 0;
246*c8dee2aaSAndroid Build Coastguard Worker };
247*c8dee2aaSAndroid Build Coastguard Worker
248*c8dee2aaSAndroid Build Coastguard Worker // Find or create a bind buffer info for the given intrinsic values used in the given command
249*c8dee2aaSAndroid Build Coastguard Worker // buffer.
add(DawnCommandBuffer * cb,UniformDataBlock intrinsicValues)250*c8dee2aaSAndroid Build Coastguard Worker BindBufferInfo DawnResourceProvider::IntrinsicConstantsManager::add(
251*c8dee2aaSAndroid Build Coastguard Worker DawnCommandBuffer* cb, UniformDataBlock intrinsicValues) {
252*c8dee2aaSAndroid Build Coastguard Worker using Iter = SkTInternalLList<IntrinsicBuffer>::Iter;
253*c8dee2aaSAndroid Build Coastguard Worker Iter iter;
254*c8dee2aaSAndroid Build Coastguard Worker auto* curr = iter.init(fIntrinsicBuffersLRU, Iter::kHead_IterStart);
255*c8dee2aaSAndroid Build Coastguard Worker uint32_t* offset = nullptr;
256*c8dee2aaSAndroid Build Coastguard Worker // Find the buffer that contains the given intrinsic values.
257*c8dee2aaSAndroid Build Coastguard Worker while (curr != nullptr) {
258*c8dee2aaSAndroid Build Coastguard Worker offset = curr->findIntrinsic(intrinsicValues);
259*c8dee2aaSAndroid Build Coastguard Worker if (offset != nullptr) {
260*c8dee2aaSAndroid Build Coastguard Worker break;
261*c8dee2aaSAndroid Build Coastguard Worker }
262*c8dee2aaSAndroid Build Coastguard Worker curr = iter.next();
263*c8dee2aaSAndroid Build Coastguard Worker }
264*c8dee2aaSAndroid Build Coastguard Worker // If we found the buffer, we can return the bind buffer info directly.
265*c8dee2aaSAndroid Build Coastguard Worker if (curr != nullptr && offset != nullptr) {
266*c8dee2aaSAndroid Build Coastguard Worker // Move the buffer to the head of the LRU list.
267*c8dee2aaSAndroid Build Coastguard Worker fIntrinsicBuffersLRU.remove(curr);
268*c8dee2aaSAndroid Build Coastguard Worker fIntrinsicBuffersLRU.addToHead(curr);
269*c8dee2aaSAndroid Build Coastguard Worker // Track the dawn buffer's usage by the command buffer.
270*c8dee2aaSAndroid Build Coastguard Worker cb->trackResource(curr->buffer());
271*c8dee2aaSAndroid Build Coastguard Worker curr->updateAccessTime();
272*c8dee2aaSAndroid Build Coastguard Worker return {curr->buffer().get(), *offset, SkTo<uint32_t>(intrinsicValues.size())};
273*c8dee2aaSAndroid Build Coastguard Worker }
274*c8dee2aaSAndroid Build Coastguard Worker
275*c8dee2aaSAndroid Build Coastguard Worker // TODO: https://b.corp.google.com/issues/259267703
276*c8dee2aaSAndroid Build Coastguard Worker // Make updating intrinsic constants faster. Metal has setVertexBytes method to quickly send
277*c8dee2aaSAndroid Build Coastguard Worker // intrinsic constants to vertex shader without any buffer. But Dawn doesn't have similar
278*c8dee2aaSAndroid Build Coastguard Worker // capability. So we have to use WriteBuffer(), and this method is not allowed to be called when
279*c8dee2aaSAndroid Build Coastguard Worker // there is an active render pass.
280*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!cb->hasActivePassEncoder());
281*c8dee2aaSAndroid Build Coastguard Worker
282*c8dee2aaSAndroid Build Coastguard Worker const Caps* caps = fResourceProvider->dawnSharedContext()->caps();
283*c8dee2aaSAndroid Build Coastguard Worker const uint32_t stride =
284*c8dee2aaSAndroid Build Coastguard Worker SkAlignTo(intrinsicValues.size(), caps->requiredUniformBufferAlignment());
285*c8dee2aaSAndroid Build Coastguard Worker // In any one of the following cases, we need to create a new buffer:
286*c8dee2aaSAndroid Build Coastguard Worker // (1) There is no current buffer.
287*c8dee2aaSAndroid Build Coastguard Worker // (2) The current buffer is full.
288*c8dee2aaSAndroid Build Coastguard Worker if (!fCurrentBuffer || fCurrentBuffer->slotsUsed() == IntrinsicBuffer::kNumSlots) {
289*c8dee2aaSAndroid Build Coastguard Worker // We can just replace the current buffer; any prior buffer was already tracked in the LRU
290*c8dee2aaSAndroid Build Coastguard Worker // list and the intrinsic constants were written directly to the Dawn queue.
291*c8dee2aaSAndroid Build Coastguard Worker DawnResourceProvider* resourceProvider = fResourceProvider;
292*c8dee2aaSAndroid Build Coastguard Worker auto dawnBuffer =
293*c8dee2aaSAndroid Build Coastguard Worker resourceProvider->findOrCreateDawnBuffer(stride * IntrinsicBuffer::kNumSlots,
294*c8dee2aaSAndroid Build Coastguard Worker BufferType::kUniform,
295*c8dee2aaSAndroid Build Coastguard Worker AccessPattern::kGpuOnly,
296*c8dee2aaSAndroid Build Coastguard Worker "IntrinsicConstantBuffer");
297*c8dee2aaSAndroid Build Coastguard Worker if (!dawnBuffer) {
298*c8dee2aaSAndroid Build Coastguard Worker // If we failed to create a GPU buffer to hold the intrinsic uniforms, we will fail the
299*c8dee2aaSAndroid Build Coastguard Worker // Recording being inserted, so return an empty bind info.
300*c8dee2aaSAndroid Build Coastguard Worker return {};
301*c8dee2aaSAndroid Build Coastguard Worker }
302*c8dee2aaSAndroid Build Coastguard Worker
303*c8dee2aaSAndroid Build Coastguard Worker fCurrentBuffer = new IntrinsicBuffer(dawnBuffer);
304*c8dee2aaSAndroid Build Coastguard Worker fIntrinsicBuffersLRU.addToHead(fCurrentBuffer);
305*c8dee2aaSAndroid Build Coastguard Worker fNumBuffers++;
306*c8dee2aaSAndroid Build Coastguard Worker // If we have too many buffers, remove the least used one.
307*c8dee2aaSAndroid Build Coastguard Worker if (fNumBuffers > kMaxNumBuffers) {
308*c8dee2aaSAndroid Build Coastguard Worker auto* tail = fIntrinsicBuffersLRU.tail();
309*c8dee2aaSAndroid Build Coastguard Worker fIntrinsicBuffersLRU.remove(tail);
310*c8dee2aaSAndroid Build Coastguard Worker delete tail;
311*c8dee2aaSAndroid Build Coastguard Worker fNumBuffers--;
312*c8dee2aaSAndroid Build Coastguard Worker }
313*c8dee2aaSAndroid Build Coastguard Worker }
314*c8dee2aaSAndroid Build Coastguard Worker
315*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fCurrentBuffer && fCurrentBuffer->slotsUsed() < IntrinsicBuffer::kNumSlots);
316*c8dee2aaSAndroid Build Coastguard Worker uint32_t newOffset = (fCurrentBuffer->slotsUsed()) * stride;
317*c8dee2aaSAndroid Build Coastguard Worker fResourceProvider->dawnSharedContext()->queue().WriteBuffer(
318*c8dee2aaSAndroid Build Coastguard Worker fCurrentBuffer->buffer()->dawnBuffer(),
319*c8dee2aaSAndroid Build Coastguard Worker newOffset,
320*c8dee2aaSAndroid Build Coastguard Worker intrinsicValues.data(),
321*c8dee2aaSAndroid Build Coastguard Worker intrinsicValues.size());
322*c8dee2aaSAndroid Build Coastguard Worker
323*c8dee2aaSAndroid Build Coastguard Worker // Track the intrinsic values in the buffer.
324*c8dee2aaSAndroid Build Coastguard Worker fCurrentBuffer->trackIntrinsic(intrinsicValues, newOffset);
325*c8dee2aaSAndroid Build Coastguard Worker
326*c8dee2aaSAndroid Build Coastguard Worker cb->trackResource(fCurrentBuffer->buffer());
327*c8dee2aaSAndroid Build Coastguard Worker fCurrentBuffer->updateAccessTime();
328*c8dee2aaSAndroid Build Coastguard Worker
329*c8dee2aaSAndroid Build Coastguard Worker return {fCurrentBuffer->buffer().get(), newOffset, SkTo<uint32_t>(intrinsicValues.size())};
330*c8dee2aaSAndroid Build Coastguard Worker }
331*c8dee2aaSAndroid Build Coastguard Worker
purgeBuffersIf(T pred)332*c8dee2aaSAndroid Build Coastguard Worker template <typename T> void DawnResourceProvider::IntrinsicConstantsManager::purgeBuffersIf(T pred) {
333*c8dee2aaSAndroid Build Coastguard Worker using Iter = SkTInternalLList<IntrinsicBuffer>::Iter;
334*c8dee2aaSAndroid Build Coastguard Worker Iter iter;
335*c8dee2aaSAndroid Build Coastguard Worker auto* curr = iter.init(fIntrinsicBuffersLRU, Iter::kHead_IterStart);
336*c8dee2aaSAndroid Build Coastguard Worker while (curr != nullptr) {
337*c8dee2aaSAndroid Build Coastguard Worker auto* next = iter.next();
338*c8dee2aaSAndroid Build Coastguard Worker if (pred(curr)) {
339*c8dee2aaSAndroid Build Coastguard Worker fIntrinsicBuffersLRU.remove(curr);
340*c8dee2aaSAndroid Build Coastguard Worker fNumBuffers--;
341*c8dee2aaSAndroid Build Coastguard Worker delete curr;
342*c8dee2aaSAndroid Build Coastguard Worker }
343*c8dee2aaSAndroid Build Coastguard Worker curr = next;
344*c8dee2aaSAndroid Build Coastguard Worker }
345*c8dee2aaSAndroid Build Coastguard Worker }
346*c8dee2aaSAndroid Build Coastguard Worker
347*c8dee2aaSAndroid Build Coastguard Worker // DawnResourceProvider::IntrinsicConstantsManager
348*c8dee2aaSAndroid Build Coastguard Worker // ----------------------------------------------------------------------------
349*c8dee2aaSAndroid Build Coastguard Worker
350*c8dee2aaSAndroid Build Coastguard Worker
DawnResourceProvider(SharedContext * sharedContext,SingleOwner * singleOwner,uint32_t recorderID,size_t resourceBudget)351*c8dee2aaSAndroid Build Coastguard Worker DawnResourceProvider::DawnResourceProvider(SharedContext* sharedContext,
352*c8dee2aaSAndroid Build Coastguard Worker SingleOwner* singleOwner,
353*c8dee2aaSAndroid Build Coastguard Worker uint32_t recorderID,
354*c8dee2aaSAndroid Build Coastguard Worker size_t resourceBudget)
355*c8dee2aaSAndroid Build Coastguard Worker : ResourceProvider(sharedContext, singleOwner, recorderID, resourceBudget)
356*c8dee2aaSAndroid Build Coastguard Worker , fUniformBufferBindGroupCache(kMaxNumberOfCachedBufferBindGroups)
357*c8dee2aaSAndroid Build Coastguard Worker , fSingleTextureSamplerBindGroups(kMaxNumberOfCachedTextureBindGroups) {
358*c8dee2aaSAndroid Build Coastguard Worker fIntrinsicConstantsManager = std::make_unique<IntrinsicConstantsManager>(this);
359*c8dee2aaSAndroid Build Coastguard Worker }
360*c8dee2aaSAndroid Build Coastguard Worker
361*c8dee2aaSAndroid Build Coastguard Worker DawnResourceProvider::~DawnResourceProvider() = default;
362*c8dee2aaSAndroid Build Coastguard Worker
findOrCreateBlitWithDrawPipeline(const RenderPassDesc & renderPassDesc)363*c8dee2aaSAndroid Build Coastguard Worker wgpu::RenderPipeline DawnResourceProvider::findOrCreateBlitWithDrawPipeline(
364*c8dee2aaSAndroid Build Coastguard Worker const RenderPassDesc& renderPassDesc) {
365*c8dee2aaSAndroid Build Coastguard Worker uint32_t renderPassKey =
366*c8dee2aaSAndroid Build Coastguard Worker this->dawnSharedContext()->dawnCaps()->getRenderPassDescKeyForPipeline(renderPassDesc);
367*c8dee2aaSAndroid Build Coastguard Worker wgpu::RenderPipeline pipeline = fBlitWithDrawPipelines[renderPassKey];
368*c8dee2aaSAndroid Build Coastguard Worker if (!pipeline) {
369*c8dee2aaSAndroid Build Coastguard Worker static constexpr char kVertexShaderText[] = R"(
370*c8dee2aaSAndroid Build Coastguard Worker var<private> fullscreenTriPositions : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
371*c8dee2aaSAndroid Build Coastguard Worker vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
372*c8dee2aaSAndroid Build Coastguard Worker
373*c8dee2aaSAndroid Build Coastguard Worker @vertex
374*c8dee2aaSAndroid Build Coastguard Worker fn main(@builtin(vertex_index) vertexIndex : u32) -> @builtin(position) vec4<f32> {
375*c8dee2aaSAndroid Build Coastguard Worker return vec4(fullscreenTriPositions[vertexIndex], 1.0, 1.0);
376*c8dee2aaSAndroid Build Coastguard Worker }
377*c8dee2aaSAndroid Build Coastguard Worker )";
378*c8dee2aaSAndroid Build Coastguard Worker
379*c8dee2aaSAndroid Build Coastguard Worker static constexpr char kFragmentShaderText[] = R"(
380*c8dee2aaSAndroid Build Coastguard Worker @group(0) @binding(0) var colorMap: texture_2d<f32>;
381*c8dee2aaSAndroid Build Coastguard Worker
382*c8dee2aaSAndroid Build Coastguard Worker @fragment
383*c8dee2aaSAndroid Build Coastguard Worker fn main(@builtin(position) fragPosition : vec4<f32>) -> @location(0) vec4<f32> {
384*c8dee2aaSAndroid Build Coastguard Worker var coords : vec2<i32> = vec2<i32>(i32(fragPosition.x), i32(fragPosition.y));
385*c8dee2aaSAndroid Build Coastguard Worker return textureLoad(colorMap, coords, 0);
386*c8dee2aaSAndroid Build Coastguard Worker }
387*c8dee2aaSAndroid Build Coastguard Worker )";
388*c8dee2aaSAndroid Build Coastguard Worker
389*c8dee2aaSAndroid Build Coastguard Worker auto vsModule = create_shader_module(dawnSharedContext()->device(), kVertexShaderText);
390*c8dee2aaSAndroid Build Coastguard Worker auto fsModule = create_shader_module(dawnSharedContext()->device(), kFragmentShaderText);
391*c8dee2aaSAndroid Build Coastguard Worker
392*c8dee2aaSAndroid Build Coastguard Worker pipeline = create_blit_render_pipeline(
393*c8dee2aaSAndroid Build Coastguard Worker dawnSharedContext(),
394*c8dee2aaSAndroid Build Coastguard Worker /*label=*/"BlitWithDraw",
395*c8dee2aaSAndroid Build Coastguard Worker std::move(vsModule),
396*c8dee2aaSAndroid Build Coastguard Worker std::move(fsModule),
397*c8dee2aaSAndroid Build Coastguard Worker /*renderPassColorFormat=*/
398*c8dee2aaSAndroid Build Coastguard Worker TextureInfos::GetDawnViewFormat(renderPassDesc.fColorAttachment.fTextureInfo),
399*c8dee2aaSAndroid Build Coastguard Worker /*renderPassDepthStencilFormat=*/
400*c8dee2aaSAndroid Build Coastguard Worker renderPassDesc.fDepthStencilAttachment.fTextureInfo.isValid()
401*c8dee2aaSAndroid Build Coastguard Worker ? TextureInfos::GetDawnViewFormat(
402*c8dee2aaSAndroid Build Coastguard Worker renderPassDesc.fDepthStencilAttachment.fTextureInfo)
403*c8dee2aaSAndroid Build Coastguard Worker : wgpu::TextureFormat::Undefined,
404*c8dee2aaSAndroid Build Coastguard Worker /*numSamples=*/renderPassDesc.fColorAttachment.fTextureInfo.numSamples());
405*c8dee2aaSAndroid Build Coastguard Worker
406*c8dee2aaSAndroid Build Coastguard Worker if (pipeline) {
407*c8dee2aaSAndroid Build Coastguard Worker fBlitWithDrawPipelines.set(renderPassKey, pipeline);
408*c8dee2aaSAndroid Build Coastguard Worker }
409*c8dee2aaSAndroid Build Coastguard Worker }
410*c8dee2aaSAndroid Build Coastguard Worker
411*c8dee2aaSAndroid Build Coastguard Worker return pipeline;
412*c8dee2aaSAndroid Build Coastguard Worker }
413*c8dee2aaSAndroid Build Coastguard Worker
onCreateWrappedTexture(const BackendTexture & texture)414*c8dee2aaSAndroid Build Coastguard Worker sk_sp<Texture> DawnResourceProvider::onCreateWrappedTexture(const BackendTexture& texture) {
415*c8dee2aaSAndroid Build Coastguard Worker // Convert to smart pointers. wgpu::Texture* constructor will increment the ref count.
416*c8dee2aaSAndroid Build Coastguard Worker wgpu::Texture dawnTexture = BackendTextures::GetDawnTexturePtr(texture);
417*c8dee2aaSAndroid Build Coastguard Worker wgpu::TextureView dawnTextureView = BackendTextures::GetDawnTextureViewPtr(texture);
418*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!dawnTexture || !dawnTextureView);
419*c8dee2aaSAndroid Build Coastguard Worker
420*c8dee2aaSAndroid Build Coastguard Worker if (!dawnTexture && !dawnTextureView) {
421*c8dee2aaSAndroid Build Coastguard Worker return {};
422*c8dee2aaSAndroid Build Coastguard Worker }
423*c8dee2aaSAndroid Build Coastguard Worker
424*c8dee2aaSAndroid Build Coastguard Worker if (dawnTexture) {
425*c8dee2aaSAndroid Build Coastguard Worker return DawnTexture::MakeWrapped(this->dawnSharedContext(),
426*c8dee2aaSAndroid Build Coastguard Worker texture.dimensions(),
427*c8dee2aaSAndroid Build Coastguard Worker texture.info(),
428*c8dee2aaSAndroid Build Coastguard Worker std::move(dawnTexture));
429*c8dee2aaSAndroid Build Coastguard Worker } else {
430*c8dee2aaSAndroid Build Coastguard Worker return DawnTexture::MakeWrapped(this->dawnSharedContext(),
431*c8dee2aaSAndroid Build Coastguard Worker texture.dimensions(),
432*c8dee2aaSAndroid Build Coastguard Worker texture.info(),
433*c8dee2aaSAndroid Build Coastguard Worker std::move(dawnTextureView));
434*c8dee2aaSAndroid Build Coastguard Worker }
435*c8dee2aaSAndroid Build Coastguard Worker }
436*c8dee2aaSAndroid Build Coastguard Worker
findOrCreateDiscardableMSAALoadTexture(SkISize dimensions,const TextureInfo & msaaInfo)437*c8dee2aaSAndroid Build Coastguard Worker sk_sp<DawnTexture> DawnResourceProvider::findOrCreateDiscardableMSAALoadTexture(
438*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, const TextureInfo& msaaInfo) {
439*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(msaaInfo.isValid());
440*c8dee2aaSAndroid Build Coastguard Worker
441*c8dee2aaSAndroid Build Coastguard Worker // Derive the load texture's info from MSAA texture's info.
442*c8dee2aaSAndroid Build Coastguard Worker DawnTextureInfo dawnMsaaLoadTextureInfo;
443*c8dee2aaSAndroid Build Coastguard Worker SkAssertResult(TextureInfos::GetDawnTextureInfo(msaaInfo, &dawnMsaaLoadTextureInfo));
444*c8dee2aaSAndroid Build Coastguard Worker dawnMsaaLoadTextureInfo.fSampleCount = 1;
445*c8dee2aaSAndroid Build Coastguard Worker dawnMsaaLoadTextureInfo.fUsage |= wgpu::TextureUsage::TextureBinding;
446*c8dee2aaSAndroid Build Coastguard Worker
447*c8dee2aaSAndroid Build Coastguard Worker #if !defined(__EMSCRIPTEN__)
448*c8dee2aaSAndroid Build Coastguard Worker // MSAA texture can be transient attachment (memoryless) but the load texture cannot be.
449*c8dee2aaSAndroid Build Coastguard Worker // This is because the load texture will need to have its content retained between two passes
450*c8dee2aaSAndroid Build Coastguard Worker // loading:
451*c8dee2aaSAndroid Build Coastguard Worker // - first pass: the resolve texture is blitted to the load texture.
452*c8dee2aaSAndroid Build Coastguard Worker // - 2nd pass: the actual render pass is started and the load texture is blitted to the MSAA
453*c8dee2aaSAndroid Build Coastguard Worker // texture.
454*c8dee2aaSAndroid Build Coastguard Worker dawnMsaaLoadTextureInfo.fUsage &= (~wgpu::TextureUsage::TransientAttachment);
455*c8dee2aaSAndroid Build Coastguard Worker #endif
456*c8dee2aaSAndroid Build Coastguard Worker
457*c8dee2aaSAndroid Build Coastguard Worker auto texture = this->findOrCreateDiscardableMSAAAttachment(
458*c8dee2aaSAndroid Build Coastguard Worker dimensions, TextureInfos::MakeDawn(dawnMsaaLoadTextureInfo));
459*c8dee2aaSAndroid Build Coastguard Worker
460*c8dee2aaSAndroid Build Coastguard Worker return sk_sp<DawnTexture>(static_cast<DawnTexture*>(texture.release()));
461*c8dee2aaSAndroid Build Coastguard Worker }
462*c8dee2aaSAndroid Build Coastguard Worker
createGraphicsPipeline(const RuntimeEffectDictionary * runtimeDict,const GraphicsPipelineDesc & pipelineDesc,const RenderPassDesc & renderPassDesc,SkEnumBitMask<PipelineCreationFlags> pipelineCreationFlags)463*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GraphicsPipeline> DawnResourceProvider::createGraphicsPipeline(
464*c8dee2aaSAndroid Build Coastguard Worker const RuntimeEffectDictionary* runtimeDict,
465*c8dee2aaSAndroid Build Coastguard Worker const GraphicsPipelineDesc& pipelineDesc,
466*c8dee2aaSAndroid Build Coastguard Worker const RenderPassDesc& renderPassDesc,
467*c8dee2aaSAndroid Build Coastguard Worker SkEnumBitMask<PipelineCreationFlags> pipelineCreationFlags) {
468*c8dee2aaSAndroid Build Coastguard Worker return DawnGraphicsPipeline::Make(this->dawnSharedContext(),
469*c8dee2aaSAndroid Build Coastguard Worker this,
470*c8dee2aaSAndroid Build Coastguard Worker runtimeDict,
471*c8dee2aaSAndroid Build Coastguard Worker pipelineDesc,
472*c8dee2aaSAndroid Build Coastguard Worker renderPassDesc,
473*c8dee2aaSAndroid Build Coastguard Worker pipelineCreationFlags);
474*c8dee2aaSAndroid Build Coastguard Worker }
475*c8dee2aaSAndroid Build Coastguard Worker
createComputePipeline(const ComputePipelineDesc & desc)476*c8dee2aaSAndroid Build Coastguard Worker sk_sp<ComputePipeline> DawnResourceProvider::createComputePipeline(
477*c8dee2aaSAndroid Build Coastguard Worker const ComputePipelineDesc& desc) {
478*c8dee2aaSAndroid Build Coastguard Worker return DawnComputePipeline::Make(this->dawnSharedContext(), desc);
479*c8dee2aaSAndroid Build Coastguard Worker }
480*c8dee2aaSAndroid Build Coastguard Worker
createTexture(SkISize dimensions,const TextureInfo & info,skgpu::Budgeted budgeted)481*c8dee2aaSAndroid Build Coastguard Worker sk_sp<Texture> DawnResourceProvider::createTexture(SkISize dimensions,
482*c8dee2aaSAndroid Build Coastguard Worker const TextureInfo& info,
483*c8dee2aaSAndroid Build Coastguard Worker skgpu::Budgeted budgeted) {
484*c8dee2aaSAndroid Build Coastguard Worker return DawnTexture::Make(this->dawnSharedContext(),
485*c8dee2aaSAndroid Build Coastguard Worker dimensions,
486*c8dee2aaSAndroid Build Coastguard Worker info,
487*c8dee2aaSAndroid Build Coastguard Worker budgeted);
488*c8dee2aaSAndroid Build Coastguard Worker }
489*c8dee2aaSAndroid Build Coastguard Worker
createBuffer(size_t size,BufferType type,AccessPattern accessPattern)490*c8dee2aaSAndroid Build Coastguard Worker sk_sp<Buffer> DawnResourceProvider::createBuffer(size_t size,
491*c8dee2aaSAndroid Build Coastguard Worker BufferType type,
492*c8dee2aaSAndroid Build Coastguard Worker AccessPattern accessPattern) {
493*c8dee2aaSAndroid Build Coastguard Worker return DawnBuffer::Make(this->dawnSharedContext(), size, type, accessPattern);
494*c8dee2aaSAndroid Build Coastguard Worker }
495*c8dee2aaSAndroid Build Coastguard Worker
createSampler(const SamplerDesc & samplerDesc)496*c8dee2aaSAndroid Build Coastguard Worker sk_sp<Sampler> DawnResourceProvider::createSampler(const SamplerDesc& samplerDesc) {
497*c8dee2aaSAndroid Build Coastguard Worker return DawnSampler::Make(this->dawnSharedContext(), samplerDesc);
498*c8dee2aaSAndroid Build Coastguard Worker }
499*c8dee2aaSAndroid Build Coastguard Worker
onCreateBackendTexture(SkISize dimensions,const TextureInfo & info)500*c8dee2aaSAndroid Build Coastguard Worker BackendTexture DawnResourceProvider::onCreateBackendTexture(SkISize dimensions,
501*c8dee2aaSAndroid Build Coastguard Worker const TextureInfo& info) {
502*c8dee2aaSAndroid Build Coastguard Worker wgpu::Texture texture = DawnTexture::MakeDawnTexture(this->dawnSharedContext(),
503*c8dee2aaSAndroid Build Coastguard Worker dimensions,
504*c8dee2aaSAndroid Build Coastguard Worker info);
505*c8dee2aaSAndroid Build Coastguard Worker if (!texture) {
506*c8dee2aaSAndroid Build Coastguard Worker return {};
507*c8dee2aaSAndroid Build Coastguard Worker }
508*c8dee2aaSAndroid Build Coastguard Worker
509*c8dee2aaSAndroid Build Coastguard Worker return BackendTextures::MakeDawn(texture.MoveToCHandle());
510*c8dee2aaSAndroid Build Coastguard Worker }
511*c8dee2aaSAndroid Build Coastguard Worker
onDeleteBackendTexture(const BackendTexture & texture)512*c8dee2aaSAndroid Build Coastguard Worker void DawnResourceProvider::onDeleteBackendTexture(const BackendTexture& texture) {
513*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(texture.isValid());
514*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(texture.backend() == BackendApi::kDawn);
515*c8dee2aaSAndroid Build Coastguard Worker
516*c8dee2aaSAndroid Build Coastguard Worker // Automatically release the pointers in wgpu::TextureView & wgpu::Texture's dtor.
517*c8dee2aaSAndroid Build Coastguard Worker // Acquire() won't increment the ref count.
518*c8dee2aaSAndroid Build Coastguard Worker wgpu::TextureView::Acquire(BackendTextures::GetDawnTextureViewPtr(texture));
519*c8dee2aaSAndroid Build Coastguard Worker // We need to explicitly call Destroy() here since since that is the recommended way to delete
520*c8dee2aaSAndroid Build Coastguard Worker // a Dawn texture predictably versus just dropping a ref and relying on garbage collection.
521*c8dee2aaSAndroid Build Coastguard Worker //
522*c8dee2aaSAndroid Build Coastguard Worker // Additionally this helps to work around an issue where Skia may have cached a BindGroup that
523*c8dee2aaSAndroid Build Coastguard Worker // references the underlying texture. Skia currently doesn't destroy BindGroups when its use of
524*c8dee2aaSAndroid Build Coastguard Worker // the texture goes away, thus a ref to the texture remains on the BindGroup and memory is never
525*c8dee2aaSAndroid Build Coastguard Worker // cleared up unless we call Destroy() here.
526*c8dee2aaSAndroid Build Coastguard Worker wgpu::Texture::Acquire(BackendTextures::GetDawnTexturePtr(texture)).Destroy();
527*c8dee2aaSAndroid Build Coastguard Worker }
528*c8dee2aaSAndroid Build Coastguard Worker
dawnSharedContext() const529*c8dee2aaSAndroid Build Coastguard Worker DawnSharedContext* DawnResourceProvider::dawnSharedContext() const {
530*c8dee2aaSAndroid Build Coastguard Worker return static_cast<DawnSharedContext*>(fSharedContext);
531*c8dee2aaSAndroid Build Coastguard Worker }
532*c8dee2aaSAndroid Build Coastguard Worker
findOrCreateDawnBuffer(size_t size,BufferType type,AccessPattern accessPattern,std::string_view label)533*c8dee2aaSAndroid Build Coastguard Worker sk_sp<DawnBuffer> DawnResourceProvider::findOrCreateDawnBuffer(size_t size,
534*c8dee2aaSAndroid Build Coastguard Worker BufferType type,
535*c8dee2aaSAndroid Build Coastguard Worker AccessPattern accessPattern,
536*c8dee2aaSAndroid Build Coastguard Worker std::string_view label) {
537*c8dee2aaSAndroid Build Coastguard Worker sk_sp<Buffer> buffer = this->findOrCreateBuffer(size, type, accessPattern, std::move(label));
538*c8dee2aaSAndroid Build Coastguard Worker DawnBuffer* ptr = static_cast<DawnBuffer*>(buffer.release());
539*c8dee2aaSAndroid Build Coastguard Worker return sk_sp<DawnBuffer>(ptr);
540*c8dee2aaSAndroid Build Coastguard Worker }
541*c8dee2aaSAndroid Build Coastguard Worker
getOrCreateUniformBuffersBindGroupLayout()542*c8dee2aaSAndroid Build Coastguard Worker const wgpu::BindGroupLayout& DawnResourceProvider::getOrCreateUniformBuffersBindGroupLayout() {
543*c8dee2aaSAndroid Build Coastguard Worker if (fUniformBuffersBindGroupLayout) {
544*c8dee2aaSAndroid Build Coastguard Worker return fUniformBuffersBindGroupLayout;
545*c8dee2aaSAndroid Build Coastguard Worker }
546*c8dee2aaSAndroid Build Coastguard Worker
547*c8dee2aaSAndroid Build Coastguard Worker std::array<wgpu::BindGroupLayoutEntry, 4> entries;
548*c8dee2aaSAndroid Build Coastguard Worker entries[0].binding = DawnGraphicsPipeline::kIntrinsicUniformBufferIndex;
549*c8dee2aaSAndroid Build Coastguard Worker entries[0].visibility = wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment;
550*c8dee2aaSAndroid Build Coastguard Worker entries[0].buffer.type = wgpu::BufferBindingType::Uniform;
551*c8dee2aaSAndroid Build Coastguard Worker entries[0].buffer.hasDynamicOffset = true;
552*c8dee2aaSAndroid Build Coastguard Worker entries[0].buffer.minBindingSize = 0;
553*c8dee2aaSAndroid Build Coastguard Worker
554*c8dee2aaSAndroid Build Coastguard Worker entries[1].binding = DawnGraphicsPipeline::kRenderStepUniformBufferIndex;
555*c8dee2aaSAndroid Build Coastguard Worker entries[1].visibility = wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment;
556*c8dee2aaSAndroid Build Coastguard Worker entries[1].buffer.type = fSharedContext->caps()->storageBufferSupport()
557*c8dee2aaSAndroid Build Coastguard Worker ? wgpu::BufferBindingType::ReadOnlyStorage
558*c8dee2aaSAndroid Build Coastguard Worker : wgpu::BufferBindingType::Uniform;
559*c8dee2aaSAndroid Build Coastguard Worker entries[1].buffer.hasDynamicOffset = true;
560*c8dee2aaSAndroid Build Coastguard Worker entries[1].buffer.minBindingSize = 0;
561*c8dee2aaSAndroid Build Coastguard Worker
562*c8dee2aaSAndroid Build Coastguard Worker entries[2].binding = DawnGraphicsPipeline::kPaintUniformBufferIndex;
563*c8dee2aaSAndroid Build Coastguard Worker entries[2].visibility = wgpu::ShaderStage::Fragment;
564*c8dee2aaSAndroid Build Coastguard Worker entries[2].buffer.type = fSharedContext->caps()->storageBufferSupport()
565*c8dee2aaSAndroid Build Coastguard Worker ? wgpu::BufferBindingType::ReadOnlyStorage
566*c8dee2aaSAndroid Build Coastguard Worker : wgpu::BufferBindingType::Uniform;
567*c8dee2aaSAndroid Build Coastguard Worker entries[2].buffer.hasDynamicOffset = true;
568*c8dee2aaSAndroid Build Coastguard Worker entries[2].buffer.minBindingSize = 0;
569*c8dee2aaSAndroid Build Coastguard Worker
570*c8dee2aaSAndroid Build Coastguard Worker // Gradient buffer will only be used when storage buffers are preferred, else large
571*c8dee2aaSAndroid Build Coastguard Worker // gradients use a texture fallback, set binding type as a uniform when not in use to
572*c8dee2aaSAndroid Build Coastguard Worker // satisfy any binding type restricions for non-supported ssbo devices.
573*c8dee2aaSAndroid Build Coastguard Worker entries[3].binding = DawnGraphicsPipeline::kGradientBufferIndex;
574*c8dee2aaSAndroid Build Coastguard Worker entries[3].visibility = wgpu::ShaderStage::Fragment;
575*c8dee2aaSAndroid Build Coastguard Worker entries[3].buffer.type = fSharedContext->caps()->storageBufferSupport()
576*c8dee2aaSAndroid Build Coastguard Worker ? wgpu::BufferBindingType::ReadOnlyStorage
577*c8dee2aaSAndroid Build Coastguard Worker : wgpu::BufferBindingType::Uniform;
578*c8dee2aaSAndroid Build Coastguard Worker entries[3].buffer.hasDynamicOffset = true;
579*c8dee2aaSAndroid Build Coastguard Worker entries[3].buffer.minBindingSize = 0;
580*c8dee2aaSAndroid Build Coastguard Worker
581*c8dee2aaSAndroid Build Coastguard Worker wgpu::BindGroupLayoutDescriptor groupLayoutDesc;
582*c8dee2aaSAndroid Build Coastguard Worker if (fSharedContext->caps()->setBackendLabels()) {
583*c8dee2aaSAndroid Build Coastguard Worker groupLayoutDesc.label = "Uniform buffers bind group layout";
584*c8dee2aaSAndroid Build Coastguard Worker }
585*c8dee2aaSAndroid Build Coastguard Worker
586*c8dee2aaSAndroid Build Coastguard Worker groupLayoutDesc.entryCount = entries.size();
587*c8dee2aaSAndroid Build Coastguard Worker groupLayoutDesc.entries = entries.data();
588*c8dee2aaSAndroid Build Coastguard Worker fUniformBuffersBindGroupLayout =
589*c8dee2aaSAndroid Build Coastguard Worker this->dawnSharedContext()->device().CreateBindGroupLayout(&groupLayoutDesc);
590*c8dee2aaSAndroid Build Coastguard Worker
591*c8dee2aaSAndroid Build Coastguard Worker return fUniformBuffersBindGroupLayout;
592*c8dee2aaSAndroid Build Coastguard Worker }
593*c8dee2aaSAndroid Build Coastguard Worker
594*c8dee2aaSAndroid Build Coastguard Worker const wgpu::BindGroupLayout&
getOrCreateSingleTextureSamplerBindGroupLayout()595*c8dee2aaSAndroid Build Coastguard Worker DawnResourceProvider::getOrCreateSingleTextureSamplerBindGroupLayout() {
596*c8dee2aaSAndroid Build Coastguard Worker if (fSingleTextureSamplerBindGroupLayout) {
597*c8dee2aaSAndroid Build Coastguard Worker return fSingleTextureSamplerBindGroupLayout;
598*c8dee2aaSAndroid Build Coastguard Worker }
599*c8dee2aaSAndroid Build Coastguard Worker
600*c8dee2aaSAndroid Build Coastguard Worker std::array<wgpu::BindGroupLayoutEntry, 2> entries;
601*c8dee2aaSAndroid Build Coastguard Worker
602*c8dee2aaSAndroid Build Coastguard Worker entries[0].binding = 0;
603*c8dee2aaSAndroid Build Coastguard Worker entries[0].visibility = wgpu::ShaderStage::Fragment;
604*c8dee2aaSAndroid Build Coastguard Worker entries[0].sampler.type = wgpu::SamplerBindingType::Filtering;
605*c8dee2aaSAndroid Build Coastguard Worker
606*c8dee2aaSAndroid Build Coastguard Worker entries[1].binding = 1;
607*c8dee2aaSAndroid Build Coastguard Worker entries[1].visibility = wgpu::ShaderStage::Fragment;
608*c8dee2aaSAndroid Build Coastguard Worker entries[1].texture.sampleType = wgpu::TextureSampleType::Float;
609*c8dee2aaSAndroid Build Coastguard Worker entries[1].texture.viewDimension = wgpu::TextureViewDimension::e2D;
610*c8dee2aaSAndroid Build Coastguard Worker entries[1].texture.multisampled = false;
611*c8dee2aaSAndroid Build Coastguard Worker
612*c8dee2aaSAndroid Build Coastguard Worker wgpu::BindGroupLayoutDescriptor groupLayoutDesc;
613*c8dee2aaSAndroid Build Coastguard Worker if (fSharedContext->caps()->setBackendLabels()) {
614*c8dee2aaSAndroid Build Coastguard Worker groupLayoutDesc.label = "Single texture + sampler bind group layout";
615*c8dee2aaSAndroid Build Coastguard Worker }
616*c8dee2aaSAndroid Build Coastguard Worker
617*c8dee2aaSAndroid Build Coastguard Worker groupLayoutDesc.entryCount = entries.size();
618*c8dee2aaSAndroid Build Coastguard Worker groupLayoutDesc.entries = entries.data();
619*c8dee2aaSAndroid Build Coastguard Worker fSingleTextureSamplerBindGroupLayout =
620*c8dee2aaSAndroid Build Coastguard Worker this->dawnSharedContext()->device().CreateBindGroupLayout(&groupLayoutDesc);
621*c8dee2aaSAndroid Build Coastguard Worker
622*c8dee2aaSAndroid Build Coastguard Worker return fSingleTextureSamplerBindGroupLayout;
623*c8dee2aaSAndroid Build Coastguard Worker }
624*c8dee2aaSAndroid Build Coastguard Worker
getOrCreateNullBuffer()625*c8dee2aaSAndroid Build Coastguard Worker const wgpu::Buffer& DawnResourceProvider::getOrCreateNullBuffer() {
626*c8dee2aaSAndroid Build Coastguard Worker if (!fNullBuffer) {
627*c8dee2aaSAndroid Build Coastguard Worker wgpu::BufferDescriptor desc;
628*c8dee2aaSAndroid Build Coastguard Worker if (fSharedContext->caps()->setBackendLabels()) {
629*c8dee2aaSAndroid Build Coastguard Worker desc.label = "UnusedBufferSlot";
630*c8dee2aaSAndroid Build Coastguard Worker }
631*c8dee2aaSAndroid Build Coastguard Worker desc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform |
632*c8dee2aaSAndroid Build Coastguard Worker wgpu::BufferUsage::Storage;
633*c8dee2aaSAndroid Build Coastguard Worker desc.size = kBufferBindingSizeAlignment;
634*c8dee2aaSAndroid Build Coastguard Worker desc.mappedAtCreation = false;
635*c8dee2aaSAndroid Build Coastguard Worker
636*c8dee2aaSAndroid Build Coastguard Worker fNullBuffer = this->dawnSharedContext()->device().CreateBuffer(&desc);
637*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fNullBuffer);
638*c8dee2aaSAndroid Build Coastguard Worker }
639*c8dee2aaSAndroid Build Coastguard Worker
640*c8dee2aaSAndroid Build Coastguard Worker return fNullBuffer;
641*c8dee2aaSAndroid Build Coastguard Worker }
642*c8dee2aaSAndroid Build Coastguard Worker
findOrCreateUniformBuffersBindGroup(const std::array<std::pair<const DawnBuffer *,uint32_t>,kNumUniformEntries> & boundBuffersAndSizes)643*c8dee2aaSAndroid Build Coastguard Worker const wgpu::BindGroup& DawnResourceProvider::findOrCreateUniformBuffersBindGroup(
644*c8dee2aaSAndroid Build Coastguard Worker const std::array<std::pair<const DawnBuffer*, uint32_t>, kNumUniformEntries>&
645*c8dee2aaSAndroid Build Coastguard Worker boundBuffersAndSizes) {
646*c8dee2aaSAndroid Build Coastguard Worker auto key = make_ubo_bind_group_key(boundBuffersAndSizes);
647*c8dee2aaSAndroid Build Coastguard Worker auto* existingBindGroup = fUniformBufferBindGroupCache.find(key);
648*c8dee2aaSAndroid Build Coastguard Worker if (existingBindGroup) {
649*c8dee2aaSAndroid Build Coastguard Worker // cache hit.
650*c8dee2aaSAndroid Build Coastguard Worker return *existingBindGroup;
651*c8dee2aaSAndroid Build Coastguard Worker }
652*c8dee2aaSAndroid Build Coastguard Worker
653*c8dee2aaSAndroid Build Coastguard Worker // Translate to wgpu::BindGroupDescriptor
654*c8dee2aaSAndroid Build Coastguard Worker std::array<wgpu::BindGroupEntry, kNumUniformEntries> entries;
655*c8dee2aaSAndroid Build Coastguard Worker
656*c8dee2aaSAndroid Build Coastguard Worker constexpr uint32_t kBindingIndices[] = {
657*c8dee2aaSAndroid Build Coastguard Worker DawnGraphicsPipeline::kIntrinsicUniformBufferIndex,
658*c8dee2aaSAndroid Build Coastguard Worker DawnGraphicsPipeline::kRenderStepUniformBufferIndex,
659*c8dee2aaSAndroid Build Coastguard Worker DawnGraphicsPipeline::kPaintUniformBufferIndex,
660*c8dee2aaSAndroid Build Coastguard Worker DawnGraphicsPipeline::kGradientBufferIndex,
661*c8dee2aaSAndroid Build Coastguard Worker };
662*c8dee2aaSAndroid Build Coastguard Worker
663*c8dee2aaSAndroid Build Coastguard Worker for (uint32_t i = 0; i < boundBuffersAndSizes.size(); ++i) {
664*c8dee2aaSAndroid Build Coastguard Worker const DawnBuffer* boundBuffer = boundBuffersAndSizes[i].first;
665*c8dee2aaSAndroid Build Coastguard Worker const uint32_t bindingSize = boundBuffersAndSizes[i].second;
666*c8dee2aaSAndroid Build Coastguard Worker
667*c8dee2aaSAndroid Build Coastguard Worker entries[i].binding = kBindingIndices[i];
668*c8dee2aaSAndroid Build Coastguard Worker entries[i].offset = 0;
669*c8dee2aaSAndroid Build Coastguard Worker if (boundBuffer) {
670*c8dee2aaSAndroid Build Coastguard Worker entries[i].buffer = boundBuffer->dawnBuffer();
671*c8dee2aaSAndroid Build Coastguard Worker entries[i].size = SkAlignTo(bindingSize, kBufferBindingSizeAlignment);
672*c8dee2aaSAndroid Build Coastguard Worker } else {
673*c8dee2aaSAndroid Build Coastguard Worker entries[i].buffer = this->getOrCreateNullBuffer();
674*c8dee2aaSAndroid Build Coastguard Worker entries[i].size = wgpu::kWholeSize;
675*c8dee2aaSAndroid Build Coastguard Worker }
676*c8dee2aaSAndroid Build Coastguard Worker }
677*c8dee2aaSAndroid Build Coastguard Worker
678*c8dee2aaSAndroid Build Coastguard Worker wgpu::BindGroupDescriptor desc;
679*c8dee2aaSAndroid Build Coastguard Worker desc.layout = this->getOrCreateUniformBuffersBindGroupLayout();
680*c8dee2aaSAndroid Build Coastguard Worker desc.entryCount = entries.size();
681*c8dee2aaSAndroid Build Coastguard Worker desc.entries = entries.data();
682*c8dee2aaSAndroid Build Coastguard Worker
683*c8dee2aaSAndroid Build Coastguard Worker const auto& device = this->dawnSharedContext()->device();
684*c8dee2aaSAndroid Build Coastguard Worker auto bindGroup = device.CreateBindGroup(&desc);
685*c8dee2aaSAndroid Build Coastguard Worker
686*c8dee2aaSAndroid Build Coastguard Worker return *fUniformBufferBindGroupCache.insert(key, bindGroup);
687*c8dee2aaSAndroid Build Coastguard Worker }
688*c8dee2aaSAndroid Build Coastguard Worker
findOrCreateSingleTextureSamplerBindGroup(const DawnSampler * sampler,const DawnTexture * texture)689*c8dee2aaSAndroid Build Coastguard Worker const wgpu::BindGroup& DawnResourceProvider::findOrCreateSingleTextureSamplerBindGroup(
690*c8dee2aaSAndroid Build Coastguard Worker const DawnSampler* sampler, const DawnTexture* texture) {
691*c8dee2aaSAndroid Build Coastguard Worker auto key = make_texture_bind_group_key(sampler, texture);
692*c8dee2aaSAndroid Build Coastguard Worker auto* existingBindGroup = fSingleTextureSamplerBindGroups.find(key);
693*c8dee2aaSAndroid Build Coastguard Worker if (existingBindGroup) {
694*c8dee2aaSAndroid Build Coastguard Worker // cache hit.
695*c8dee2aaSAndroid Build Coastguard Worker return *existingBindGroup;
696*c8dee2aaSAndroid Build Coastguard Worker }
697*c8dee2aaSAndroid Build Coastguard Worker
698*c8dee2aaSAndroid Build Coastguard Worker std::array<wgpu::BindGroupEntry, 2> entries;
699*c8dee2aaSAndroid Build Coastguard Worker
700*c8dee2aaSAndroid Build Coastguard Worker entries[0].binding = 0;
701*c8dee2aaSAndroid Build Coastguard Worker entries[0].sampler = sampler->dawnSampler();
702*c8dee2aaSAndroid Build Coastguard Worker entries[1].binding = 1;
703*c8dee2aaSAndroid Build Coastguard Worker entries[1].textureView = texture->sampleTextureView();
704*c8dee2aaSAndroid Build Coastguard Worker
705*c8dee2aaSAndroid Build Coastguard Worker wgpu::BindGroupDescriptor desc;
706*c8dee2aaSAndroid Build Coastguard Worker desc.layout = getOrCreateSingleTextureSamplerBindGroupLayout();
707*c8dee2aaSAndroid Build Coastguard Worker desc.entryCount = entries.size();
708*c8dee2aaSAndroid Build Coastguard Worker desc.entries = entries.data();
709*c8dee2aaSAndroid Build Coastguard Worker
710*c8dee2aaSAndroid Build Coastguard Worker const auto& device = this->dawnSharedContext()->device();
711*c8dee2aaSAndroid Build Coastguard Worker auto bindGroup = device.CreateBindGroup(&desc);
712*c8dee2aaSAndroid Build Coastguard Worker
713*c8dee2aaSAndroid Build Coastguard Worker return *fSingleTextureSamplerBindGroups.insert(key, bindGroup);
714*c8dee2aaSAndroid Build Coastguard Worker }
715*c8dee2aaSAndroid Build Coastguard Worker
onFreeGpuResources()716*c8dee2aaSAndroid Build Coastguard Worker void DawnResourceProvider::onFreeGpuResources() {
717*c8dee2aaSAndroid Build Coastguard Worker fIntrinsicConstantsManager->freeGpuResources();
718*c8dee2aaSAndroid Build Coastguard Worker }
719*c8dee2aaSAndroid Build Coastguard Worker
onPurgeResourcesNotUsedSince(StdSteadyClock::time_point purgeTime)720*c8dee2aaSAndroid Build Coastguard Worker void DawnResourceProvider::onPurgeResourcesNotUsedSince(StdSteadyClock::time_point purgeTime) {
721*c8dee2aaSAndroid Build Coastguard Worker fIntrinsicConstantsManager->purgeResourcesNotUsedSince(purgeTime);
722*c8dee2aaSAndroid Build Coastguard Worker }
723*c8dee2aaSAndroid Build Coastguard Worker
findOrCreateIntrinsicBindBufferInfo(DawnCommandBuffer * cb,UniformDataBlock intrinsicValues)724*c8dee2aaSAndroid Build Coastguard Worker BindBufferInfo DawnResourceProvider::findOrCreateIntrinsicBindBufferInfo(
725*c8dee2aaSAndroid Build Coastguard Worker DawnCommandBuffer* cb, UniformDataBlock intrinsicValues) {
726*c8dee2aaSAndroid Build Coastguard Worker return fIntrinsicConstantsManager->add(cb, intrinsicValues);
727*c8dee2aaSAndroid Build Coastguard Worker }
728*c8dee2aaSAndroid Build Coastguard Worker
729*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
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