86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
/*
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* Copyright 2021 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef skgpu_Gpu_DEFINED
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#define skgpu_Gpu_DEFINED
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkSize.h"
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#include "include/private/SkDeque.h"
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#include "experimental/graphite/include/GraphiteTypes.h"
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namespace SkSL {
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class Compiler;
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}
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namespace skgpu {
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class BackendTexture;
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class Caps;
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class CommandBuffer;
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class GlobalCache;
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class GpuWorkSubmission;
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class ResourceProvider;
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class SingleOwner;
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class TextureInfo;
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// TODO: Figure out if we need to fission Gpu into parts that are needed by a Recorder and parts
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// that are needed only by the Context. In general the Recorder part of Gpu should not be stateful
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// as it will be shared and used by all Recorders. We also don't need calls like submit on the
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// Recorders.
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class Gpu : public SkRefCnt {
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public:
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~Gpu() override;
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/**
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* Gets the capabilities of the draw target.
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*/
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const Caps* caps() const { return fCaps.get(); }
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sk_sp<const Caps> refCaps() const;
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SkSL::Compiler* shaderCompiler() const { return fCompiler.get(); }
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virtual std::unique_ptr<ResourceProvider> makeResourceProvider(sk_sp<GlobalCache>,
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SingleOwner*) const = 0;
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bool submit(sk_sp<CommandBuffer>);
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void checkForFinishedWork(SyncToCpu);
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BackendTexture createBackendTexture(SkISize dimensions, const TextureInfo&);
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void deleteBackendTexture(BackendTexture&);
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#if GRAPHITE_TEST_UTILS
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virtual void testingOnly_startCapture() {}
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virtual void testingOnly_endCapture() {}
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#endif
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protected:
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Gpu(sk_sp<const Caps>);
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// Subclass must call this to initialize compiler in its constructor.
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void initCompiler();
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using OutstandingSubmission = std::unique_ptr<GpuWorkSubmission>;
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SkDeque fOutstandingSubmissions;
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private:
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virtual bool onSubmit(sk_sp<CommandBuffer>) = 0;
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virtual BackendTexture onCreateBackendTexture(SkISize dimensions, const TextureInfo&) = 0;
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virtual void onDeleteBackendTexture(BackendTexture&) = 0;
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sk_sp<const Caps> fCaps;
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// Compiler used for compiling SkSL into backend shader code. We only want to create the
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// compiler once, as there is significant overhead to the first compile.
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std::unique_ptr<SkSL::Compiler> fCompiler;
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};
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} // namespace skgpu
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#endif // skgpu_Gpu_DEFINED
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