Coverage Report

Created: 2024-09-14 07:19

/src/skia/include/gpu/ganesh/GrContextThreadSafeProxy.h
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/*
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 * Copyright 2019 Google Inc.
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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 GrContextThreadSafeProxy_DEFINED
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#define GrContextThreadSafeProxy_DEFINED
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkTypes.h"
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#include "include/gpu/GpuTypes.h"
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#include "include/gpu/ganesh/GrContextOptions.h"
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#include "include/gpu/ganesh/GrTypes.h"
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#include <atomic>
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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class GrBackendFormat;
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class GrCaps;
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class GrContextThreadSafeProxyPriv;
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class GrSurfaceCharacterization;
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class GrThreadSafeCache;
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class GrThreadSafePipelineBuilder;
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class SkSurfaceProps;
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enum SkColorType : int;
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enum class SkTextureCompressionType;
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struct SkImageInfo;
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namespace sktext::gpu { class TextBlobRedrawCoordinator; }
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/**
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 * Can be used to perform actions related to the generating GrContext in a thread safe manner. The
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 * proxy does not access the 3D API (e.g. OpenGL) that backs the generating GrContext.
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 */
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class SK_API GrContextThreadSafeProxy : public SkNVRefCnt<GrContextThreadSafeProxy> {
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public:
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    virtual ~GrContextThreadSafeProxy();
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    /**
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     *  Create a surface characterization for a DDL that will be replayed into the GrContext
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     *  that created this proxy. On failure the resulting characterization will be invalid (i.e.,
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     *  "!c.isValid()").
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     *
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     *  @param cacheMaxResourceBytes           The max resource bytes limit that will be in effect
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     *                                         when the DDL created with this characterization is
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     *                                         replayed.
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     *                                         Note: the contract here is that the DDL will be
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     *                                         created as if it had a full 'cacheMaxResourceBytes'
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     *                                         to use. If replayed into a GrContext that already has
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     *                                         locked GPU memory, the replay can exceed the budget.
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     *                                         To rephrase, all resource allocation decisions are
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     *                                         made at record time and at playback time the budget
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     *                                         limits will be ignored.
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     *  @param ii                              The image info specifying properties of the SkSurface
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     *                                         that the DDL created with this characterization will
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     *                                         be replayed into.
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     *                                         Note: Ganesh doesn't make use of the SkImageInfo's
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     *                                         alphaType
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     *  @param backendFormat                   Information about the format of the GPU surface that
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     *                                         will back the SkSurface upon replay
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     *  @param sampleCount                     The sample count of the SkSurface that the DDL
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     *                                         created with this characterization will be replayed
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     *                                         into
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     *  @param origin                          The origin of the SkSurface that the DDL created with
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     *                                         this characterization will be replayed into
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     *  @param surfaceProps                    The surface properties of the SkSurface that the DDL
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     *                                         created with this characterization will be replayed
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     *                                         into
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     *  @param isMipmapped                     Will the surface the DDL will be replayed into have
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     *                                         space allocated for mipmaps?
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     *  @param willUseGLFBO0                   Will the surface the DDL will be replayed into be
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     *                                         backed by GL FBO 0. This flag is only valid if using
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     *                                         an GL backend.
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     *  @param isTextureable                   Will the surface be able to act as a texture?
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     *  @param isProtected                     Will the (Vulkan) surface be DRM protected?
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     *  @param vkRTSupportsInputAttachment     Can the vulkan surface be used as in input
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                                               attachment?
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     *  @param forVulkanSecondaryCommandBuffer Will the surface be wrapping a vulkan secondary
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     *                                         command buffer via a GrVkSecondaryCBDrawContext? If
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     *                                         this is true then the following is required:
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     *                                         isTexureable = false
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     *                                         isMipmapped = false
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     *                                         willUseGLFBO0 = false
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     *                                         vkRTSupportsInputAttachment = false
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     */
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    GrSurfaceCharacterization createCharacterization(
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            size_t cacheMaxResourceBytes,
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            const SkImageInfo& ii,
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            const GrBackendFormat& backendFormat,
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            int sampleCount,
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            GrSurfaceOrigin origin,
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            const SkSurfaceProps& surfaceProps,
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            skgpu::Mipmapped isMipmapped,
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            bool willUseGLFBO0 = false,
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            bool isTextureable = true,
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            skgpu::Protected isProtected = GrProtected::kNo,
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            bool vkRTSupportsInputAttachment = false,
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            bool forVulkanSecondaryCommandBuffer = false);
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    /*
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     * Retrieve the default GrBackendFormat for a given SkColorType and renderability.
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     * It is guaranteed that this backend format will be the one used by the following
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     * SkColorType and GrSurfaceCharacterization-based createBackendTexture methods.
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     *
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     * The caller should check that the returned format is valid.
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     */
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    GrBackendFormat defaultBackendFormat(SkColorType ct, GrRenderable renderable) const;
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    /**
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     * Retrieve the GrBackendFormat for a given SkTextureCompressionType. This is
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     * guaranteed to match the backend format used by the following
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     * createCompressedBackendTexture methods that take a CompressionType.
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     *
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     * The caller should check that the returned format is valid.
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     */
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    GrBackendFormat compressedBackendFormat(SkTextureCompressionType c) const;
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    /**
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     * Gets the maximum supported sample count for a color type. 1 is returned if only non-MSAA
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     * rendering is supported for the color type. 0 is returned if rendering to this color type
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     * is not supported at all.
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     */
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    int maxSurfaceSampleCountForColorType(SkColorType colorType) const;
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    bool isValid() const { return nullptr != fCaps; }
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    bool operator==(const GrContextThreadSafeProxy& that) const {
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        // Each GrContext should only ever have a single thread-safe proxy.
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        SkASSERT((this == &that) == (this->fContextID == that.fContextID));
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        return this == &that;
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    }
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    bool operator!=(const GrContextThreadSafeProxy& that) const { return !(*this == that); }
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    // Provides access to functions that aren't part of the public API.
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    GrContextThreadSafeProxyPriv priv();
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    const GrContextThreadSafeProxyPriv priv() const;  // NOLINT(readability-const-return-type)
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protected:
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    // DDL TODO: need to add unit tests for backend & maybe options
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    GrContextThreadSafeProxy(GrBackendApi, const GrContextOptions&);
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private:
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    friend class GrContextThreadSafeProxyPriv;  // for ctor and hidden methods
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    void abandonContext();
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    bool abandoned() const;
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    // TODO: This should be part of the constructor but right now we have a chicken-and-egg problem
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    // with GrContext where we get the caps by creating a GPU which requires a context (see the
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    // `init` method on GrContext_Base).
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    void init(sk_sp<const GrCaps>, sk_sp<GrThreadSafePipelineBuilder>);
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    virtual bool isValidCharacterizationForVulkan(sk_sp<const GrCaps>,
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                                                  bool isTextureable,
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                                                  skgpu::Mipmapped isMipmapped,
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                                                  skgpu::Protected isProtected,
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                                                  bool vkRTSupportsInputAttachment,
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                                                  bool forVulkanSecondaryCommandBuffer);
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    const GrBackendApi                                      fBackend;
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    const GrContextOptions                                  fOptions;
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    const uint32_t                                          fContextID;
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    sk_sp<const GrCaps>                                     fCaps;
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    std::unique_ptr<sktext::gpu::TextBlobRedrawCoordinator> fTextBlobRedrawCoordinator;
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    std::unique_ptr<GrThreadSafeCache>                      fThreadSafeCache;
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    sk_sp<GrThreadSafePipelineBuilder>                      fPipelineBuilder;
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    std::atomic<bool>                                       fAbandoned{false};
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};
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#endif