/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGpu_DEFINED #define GrGpu_DEFINED #include "GrDrawTarget.h" #include "GrPathRendering.h" #include "GrProgramDesc.h" #include "SkPath.h" class GrContext; class GrNonInstancedVertices; class GrPath; class GrPathRange; class GrPathRenderer; class GrPathRendererChain; class GrPipeline; class GrPrimitiveProcessor; class GrStencilAttachment; class GrVertices; class GrGpu : public SkRefCnt { public: /** * Create an instance of GrGpu that matches the specified backend. If the requested backend is * not supported (at compile-time or run-time) this returns NULL. The context will not be * fully constructed and should not be used by GrGpu until after this function returns. */ static GrGpu* Create(GrBackend, GrBackendContext, GrContext* context); //////////////////////////////////////////////////////////////////////////// GrGpu(GrContext* context); ~GrGpu() override; GrContext* getContext() { return fContext; } const GrContext* getContext() const { return fContext; } /** * Gets the capabilities of the draw target. */ const GrDrawTargetCaps* caps() const { return fCaps.get(); } GrPathRendering* pathRendering() { return fPathRendering.get(); } // Called by GrContext when the underlying backend context has been destroyed. // GrGpu should use this to ensure that no backend API calls will be made from // here onward, including in its destructor. Subclasses should call // INHERITED::contextAbandoned() if they override this. virtual void contextAbandoned(); /** * The GrGpu object normally assumes that no outsider is setting state * within the underlying 3D API's context/device/whatever. This call informs * the GrGpu that the state was modified and it shouldn't make assumptions * about the state. */ void markContextDirty(uint32_t state = kAll_GrBackendState) { fResetBits |= state; } /** * Creates a texture object. If kRenderTarget_GrSurfaceFlag the texture can * be used as a render target by calling GrTexture::asRenderTarget(). Not all * pixel configs can be used as render targets. Support for configs as textures * or render targets can be checked using GrDrawTargetCaps. * * @param desc describes the texture to be created. * @param budgeted does this texture count against the resource cache budget? * @param srcData texel data to load texture. Begins with full-size * palette data for paletted textures. For compressed * formats it contains the compressed pixel data. Otherwise, * it contains width*height texels. If NULL texture data * is uninitialized. * @param rowBytes the number of bytes between consecutive rows. Zero * means rows are tightly packed. This field is ignored * for compressed formats. * * @return The texture object if successful, otherwise NULL. */ GrTexture* createTexture(const GrSurfaceDesc& desc, bool budgeted, const void* srcData, size_t rowBytes); /** * Implements GrContext::wrapBackendTexture */ GrTexture* wrapBackendTexture(const GrBackendTextureDesc&); /** * Implements GrContext::wrapBackendTexture */ GrRenderTarget* wrapBackendRenderTarget(const GrBackendRenderTargetDesc&); /** * Creates a vertex buffer. * * @param size size in bytes of the vertex buffer * @param dynamic hints whether the data will be frequently changed * by either GrVertexBuffer::map() or * GrVertexBuffer::updateData(). * * @return The vertex buffer if successful, otherwise NULL. */ GrVertexBuffer* createVertexBuffer(size_t size, bool dynamic); /** * Creates an index buffer. * * @param size size in bytes of the index buffer * @param dynamic hints whether the data will be frequently changed * by either GrIndexBuffer::map() or * GrIndexBuffer::updateData(). * * @return The index buffer if successful, otherwise NULL. */ GrIndexBuffer* createIndexBuffer(size_t size, bool dynamic); /** * Resolves MSAA. */ void resolveRenderTarget(GrRenderTarget* target); /** * Gets a preferred 8888 config to use for writing/reading pixel data to/from a surface with * config surfaceConfig. The returned config must have at least as many bits per channel as the * readConfig or writeConfig param. */ virtual GrPixelConfig preferredReadPixelsConfig(GrPixelConfig readConfig, GrPixelConfig surfaceConfig) const { return readConfig; } virtual GrPixelConfig preferredWritePixelsConfig(GrPixelConfig writeConfig, GrPixelConfig surfaceConfig) const { return writeConfig; } /** * Called before uploading writing pixels to a GrTexture when the src pixel config doesn't * match the texture's config. */ virtual bool canWriteTexturePixels(const GrTexture*, GrPixelConfig srcConfig) const = 0; /** * OpenGL's readPixels returns the result bottom-to-top while the skia * API is top-to-bottom. Thus we have to do a y-axis flip. The obvious * solution is to have the subclass do the flip using either the CPU or GPU. * However, the caller (GrContext) may have transformations to apply and can * simply fold in the y-flip for free. On the other hand, the subclass may * be able to do it for free itself. For example, the subclass may have to * do memcpys to handle rowBytes that aren't tight. It could do the y-flip * concurrently. * * This function returns true if a y-flip is required to put the pixels in * top-to-bottom order and the subclass cannot do it for free. * * See read pixels for the params * @return true if calling readPixels with the same set of params will * produce bottom-to-top data */ virtual bool readPixelsWillPayForYFlip(GrRenderTarget* renderTarget, int left, int top, int width, int height, GrPixelConfig config, size_t rowBytes) const = 0; /** * This should return true if reading a NxM rectangle of pixels from a * render target is faster if the target has dimensons N and M and the read * rectangle has its top-left at 0,0. */ virtual bool fullReadPixelsIsFasterThanPartial() const { return false; }; /** * Reads a rectangle of pixels from a render target. * * @param renderTarget the render target to read from. NULL means the * current render target. * @param left left edge of the rectangle to read (inclusive) * @param top top edge of the rectangle to read (inclusive) * @param width width of rectangle to read in pixels. * @param height height of rectangle to read in pixels. * @param config the pixel config of the destination buffer * @param buffer memory to read the rectangle into. * @param rowBytes the number of bytes between consecutive rows. Zero * means rows are tightly packed. * @param invertY buffer should be populated bottom-to-top as opposed * to top-to-bottom (skia's usual order) * * @return true if the read succeeded, false if not. The read can fail * because of a unsupported pixel config or because no render * target is currently set. */ bool readPixels(GrRenderTarget* renderTarget, int left, int top, int width, int height, GrPixelConfig config, void* buffer, size_t rowBytes); /** * Updates the pixels in a rectangle of a texture. * * @param left left edge of the rectangle to write (inclusive) * @param top top edge of the rectangle to write (inclusive) * @param width width of rectangle to write in pixels. * @param height height of rectangle to write in pixels. * @param config the pixel config of the source buffer * @param buffer memory to read pixels from * @param rowBytes number of bytes between consecutive rows. Zero * means rows are tightly packed. */ bool writeTexturePixels(GrTexture* texture, int left, int top, int width, int height, GrPixelConfig config, const void* buffer, size_t rowBytes); /** * Clear the passed in render target. Ignores the draw state and clip. Clears the whole thing if * rect is NULL, otherwise just the rect. If canIgnoreRect is set then the entire render target * can be optionally cleared. */ void clear(const SkIRect* rect, GrColor color, bool canIgnoreRect,GrRenderTarget* renderTarget); void clearStencilClip(const SkIRect& rect, bool insideClip, GrRenderTarget* renderTarget); /** * Discards the contents render target. NULL indicates that the current render target should * be discarded. **/ virtual void discard(GrRenderTarget* = NULL) = 0; /** * This is can be called before allocating a texture to be a dst for copySurface. It will * populate the origin, config, and flags fields of the desc such that copySurface can * efficiently succeed. It should only succeed if it can allow copySurface to perform a copy * that would be more effecient than drawing the src to a dst render target. */ virtual bool initCopySurfaceDstDesc(const GrSurface* src, GrSurfaceDesc* desc) = 0; // After the client interacts directly with the 3D context state the GrGpu // must resync its internal state and assumptions about 3D context state. // Each time this occurs the GrGpu bumps a timestamp. // state of the 3D context // At 10 resets / frame and 60fps a 64bit timestamp will overflow in about // a billion years. typedef uint64_t ResetTimestamp; // This timestamp is always older than the current timestamp static const ResetTimestamp kExpiredTimestamp = 0; // Returns a timestamp based on the number of times the context was reset. // This timestamp can be used to lazily detect when cached 3D context state // is dirty. ResetTimestamp getResetTimestamp() const { return fResetTimestamp; } virtual void buildProgramDesc(GrProgramDesc*, const GrPrimitiveProcessor&, const GrPipeline&, const GrBatchTracker&) const = 0; // Called to determine whether a copySurface call would succeed or not. Derived // classes must keep this consistent with their implementation of onCopySurface(). Fallbacks // to issuing a draw from the src to dst take place at the GrDrawTarget level and this function // should only return true if a faster copy path exists. The rect and point are pre-clipped. The // src rect and implied dst rect are guaranteed to be within the src/dst bounds and non-empty. virtual bool canCopySurface(const GrSurface* dst, const GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint) = 0; // Called to perform a surface to surface copy. Fallbacks to issuing a draw from the src to dst // take place at the GrDrawTarget level and this function implement faster copy paths. The rect // and point are pre-clipped. The src rect and implied dst rect are guaranteed to be within the // src/dst bounds and non-empty. virtual bool copySurface(GrSurface* dst, GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint) = 0; // Called before certain draws in order to guarantee coherent results from dst reads. virtual void xferBarrier(GrRenderTarget*, GrXferBarrierType) = 0; struct DrawArgs { DrawArgs(const GrPrimitiveProcessor* primProc, const GrPipeline* pipeline, const GrProgramDesc* desc, const GrBatchTracker* batchTracker) : fPrimitiveProcessor(primProc) , fPipeline(pipeline) , fDesc(desc) , fBatchTracker(batchTracker) { SkASSERT(primProc && pipeline && desc && batchTracker); } const GrPrimitiveProcessor* fPrimitiveProcessor; const GrPipeline* fPipeline; const GrProgramDesc* fDesc; const GrBatchTracker* fBatchTracker; }; void draw(const DrawArgs&, const GrVertices&); /** None of these params are optional, pointers used just to avoid making copies. */ struct StencilPathState { bool fUseHWAA; GrRenderTarget* fRenderTarget; const SkMatrix* fViewMatrix; const GrStencilSettings* fStencil; const GrScissorState* fScissor; }; void stencilPath(const GrPath*, const StencilPathState&); void drawPath(const DrawArgs&, const GrPath*, const GrStencilSettings&); void drawPaths(const DrawArgs&, const GrPathRange*, const void* indices, GrDrawTarget::PathIndexType, const float transformValues[], GrDrawTarget::PathTransformType, int count, const GrStencilSettings&); /////////////////////////////////////////////////////////////////////////// // Debugging and Stats class Stats { public: #if GR_GPU_STATS Stats() { this->reset(); } void reset() { fRenderTargetBinds = 0; fShaderCompilations = 0; fTextureCreates = 0; fTextureUploads = 0; fStencilAttachmentCreates = 0; } int renderTargetBinds() const { return fRenderTargetBinds; } void incRenderTargetBinds() { fRenderTargetBinds++; } int shaderCompilations() const { return fShaderCompilations; } void incShaderCompilations() { fShaderCompilations++; } int textureCreates() const { return fTextureCreates; } void incTextureCreates() { fTextureCreates++; } int textureUploads() const { return fTextureUploads; } void incTextureUploads() { fTextureUploads++; } void incStencilAttachmentCreates() { fStencilAttachmentCreates++; } void dump(SkString*); private: int fRenderTargetBinds; int fShaderCompilations; int fTextureCreates; int fTextureUploads; int fStencilAttachmentCreates; #else void dump(SkString*) {}; void incRenderTargetBinds() {} void incShaderCompilations() {} void incTextureCreates() {} void incTextureUploads() {} void incStencilAttachmentCreates() {} #endif }; Stats* stats() { return &fStats; } /** * Called at start and end of gpu trace marking * GR_CREATE_GPU_TRACE_MARKER(marker_str, target) will automatically call these at the start * and end of a code block respectively */ void addGpuTraceMarker(const GrGpuTraceMarker* marker); void removeGpuTraceMarker(const GrGpuTraceMarker* marker); /** * Takes the current active set of markers and stores them for later use. Any current marker * in the active set is removed from the active set and the targets remove function is called. * These functions do not work as a stack so you cannot call save a second time before calling * restore. Also, it is assumed that when restore is called the current active set of markers * is empty. When the stored markers are added back into the active set, the targets add marker * is called. */ void saveActiveTraceMarkers(); void restoreActiveTraceMarkers(); // Given a rt, find or create a stencil buffer and attach it bool attachStencilAttachmentToRenderTarget(GrRenderTarget* target); protected: // Functions used to map clip-respecting stencil tests into normal // stencil funcs supported by GPUs. static GrStencilFunc ConvertStencilFunc(bool stencilInClip, GrStencilFunc func); static void ConvertStencilFuncAndMask(GrStencilFunc func, bool clipInStencil, unsigned int clipBit, unsigned int userBits, unsigned int* ref, unsigned int* mask); const GrTraceMarkerSet& getActiveTraceMarkers() const { return fActiveTraceMarkers; } Stats fStats; SkAutoTDelete fPathRendering; // Subclass must initialize this in its constructor. SkAutoTUnref fCaps; private: // called when the 3D context state is unknown. Subclass should emit any // assumed 3D context state and dirty any state cache. virtual void onResetContext(uint32_t resetBits) = 0; // overridden by backend-specific derived class to create objects. // Texture size and sample size will have already been validated in base class before // onCreateTexture/CompressedTexture are called. virtual GrTexture* onCreateTexture(const GrSurfaceDesc& desc, GrGpuResource::LifeCycle lifeCycle, const void* srcData, size_t rowBytes) = 0; virtual GrTexture* onCreateCompressedTexture(const GrSurfaceDesc& desc, GrGpuResource::LifeCycle lifeCycle, const void* srcData) = 0; virtual GrTexture* onWrapBackendTexture(const GrBackendTextureDesc&) = 0; virtual GrRenderTarget* onWrapBackendRenderTarget(const GrBackendRenderTargetDesc&) = 0; virtual GrVertexBuffer* onCreateVertexBuffer(size_t size, bool dynamic) = 0; virtual GrIndexBuffer* onCreateIndexBuffer(size_t size, bool dynamic) = 0; // overridden by backend-specific derived class to perform the clear. virtual void onClear(GrRenderTarget*, const SkIRect* rect, GrColor color, bool canIgnoreRect) = 0; // Overridden by backend specific classes to perform a clear of the stencil clip bits. This is // ONLY used by the the clip target virtual void onClearStencilClip(GrRenderTarget*, const SkIRect& rect, bool insideClip) = 0; // overridden by backend-specific derived class to perform the draw call. virtual void onDraw(const DrawArgs&, const GrNonInstancedVertices&) = 0; virtual void onStencilPath(const GrPath*, const StencilPathState&) = 0; virtual void onDrawPath(const DrawArgs&, const GrPath*, const GrStencilSettings&) = 0; virtual void onDrawPaths(const DrawArgs&, const GrPathRange*, const void* indices, GrDrawTarget::PathIndexType, const float transformValues[], GrDrawTarget::PathTransformType, int count, const GrStencilSettings&) = 0; // overridden by backend-specific derived class to perform the read pixels. virtual bool onReadPixels(GrRenderTarget* target, int left, int top, int width, int height, GrPixelConfig, void* buffer, size_t rowBytes) = 0; // overridden by backend-specific derived class to perform the texture update virtual bool onWriteTexturePixels(GrTexture* texture, int left, int top, int width, int height, GrPixelConfig config, const void* buffer, size_t rowBytes) = 0; // overridden by backend-specific derived class to perform the resolve virtual void onResolveRenderTarget(GrRenderTarget* target) = 0; // width and height may be larger than rt (if underlying API allows it). // Should attach the SB to the RT. Returns false if compatible sb could // not be created. virtual bool createStencilAttachmentForRenderTarget(GrRenderTarget*, int width, int height) = 0; // attaches an existing SB to an existing RT. virtual bool attachStencilAttachmentToRenderTarget(GrStencilAttachment*, GrRenderTarget*) = 0; // clears target's entire stencil buffer to 0 virtual void clearStencil(GrRenderTarget* target) = 0; virtual void didAddGpuTraceMarker() = 0; virtual void didRemoveGpuTraceMarker() = 0; void resetContext() { this->onResetContext(fResetBits); fResetBits = 0; ++fResetTimestamp; } void handleDirtyContext() { if (fResetBits) { this->resetContext(); } } ResetTimestamp fResetTimestamp; uint32_t fResetBits; // To keep track that we always have at least as many debug marker adds as removes int fGpuTraceMarkerCount; GrTraceMarkerSet fActiveTraceMarkers; GrTraceMarkerSet fStoredTraceMarkers; // The context owns us, not vice-versa, so this ptr is not ref'ed by Gpu. GrContext* fContext; typedef SkRefCnt INHERITED; }; #endif