/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrVkResourceProvider.h"
#include "GrSamplerParams.h"
#include "GrVkCommandBuffer.h"
#include "GrVkCopyPipeline.h"
#include "GrVkPipeline.h"
#include "GrVkRenderTarget.h"
#include "GrVkSampler.h"
#include "GrVkUniformBuffer.h"
#include "GrVkUtil.h"
#ifdef SK_TRACE_VK_RESOURCES
GrVkResource::Trace GrVkResource::fTrace;
uint32_t GrVkResource::fKeyCounter = 0;
#endif
GrVkResourceProvider::GrVkResourceProvider(GrVkGpu* gpu)
: fGpu(gpu)
, fPipelineCache(VK_NULL_HANDLE) {
fPipelineStateCache = new PipelineStateCache(gpu);
}
GrVkResourceProvider::~GrVkResourceProvider() {
SkASSERT(0 == fRenderPassArray.count());
SkASSERT(VK_NULL_HANDLE == fPipelineCache);
delete fPipelineStateCache;
}
void GrVkResourceProvider::init() {
VkPipelineCacheCreateInfo createInfo;
memset(&createInfo, 0, sizeof(VkPipelineCacheCreateInfo));
createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
createInfo.pNext = nullptr;
createInfo.flags = 0;
createInfo.initialDataSize = 0;
createInfo.pInitialData = nullptr;
VkResult result = GR_VK_CALL(fGpu->vkInterface(),
CreatePipelineCache(fGpu->device(), &createInfo, nullptr,
&fPipelineCache));
SkASSERT(VK_SUCCESS == result);
if (VK_SUCCESS != result) {
fPipelineCache = VK_NULL_HANDLE;
}
// Init uniform descriptor objects
fDescriptorSetManagers.emplace_back(fGpu, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
SkASSERT(1 == fDescriptorSetManagers.count());
fUniformDSHandle = GrVkDescriptorSetManager::Handle(0);
}
GrVkPipeline* GrVkResourceProvider::createPipeline(const GrPipeline& pipeline,
const GrStencilSettings& stencil,
const GrPrimitiveProcessor& primProc,
VkPipelineShaderStageCreateInfo* shaderStageInfo,
int shaderStageCount,
GrPrimitiveType primitiveType,
const GrVkRenderPass& renderPass,
VkPipelineLayout layout) {
return GrVkPipeline::Create(fGpu, pipeline, stencil, primProc, shaderStageInfo,
shaderStageCount, primitiveType, renderPass, layout,
fPipelineCache);
}
GrVkCopyPipeline* GrVkResourceProvider::findOrCreateCopyPipeline(
const GrVkRenderTarget* dst,
VkPipelineShaderStageCreateInfo* shaderStageInfo,
VkPipelineLayout pipelineLayout) {
// Find or Create a compatible pipeline
GrVkCopyPipeline* pipeline = nullptr;
for (int i = 0; i < fCopyPipelines.count() && !pipeline; ++i) {
if (fCopyPipelines[i]->isCompatible(*dst->simpleRenderPass())) {
pipeline = fCopyPipelines[i];
}
}
if (!pipeline) {
pipeline = GrVkCopyPipeline::Create(fGpu, shaderStageInfo,
pipelineLayout,
dst->numColorSamples(),
*dst->simpleRenderPass(),
fPipelineCache);
fCopyPipelines.push_back(pipeline);
}
SkASSERT(pipeline);
pipeline->ref();
return pipeline;
}
// To create framebuffers, we first need to create a simple RenderPass that is
// only used for framebuffer creation. When we actually render we will create
// RenderPasses as needed that are compatible with the framebuffer.
const GrVkRenderPass*
GrVkResourceProvider::findCompatibleRenderPass(const GrVkRenderTarget& target,
CompatibleRPHandle* compatibleHandle) {
for (int i = 0; i < fRenderPassArray.count(); ++i) {
if (fRenderPassArray[i].isCompatible(target)) {
const GrVkRenderPass* renderPass = fRenderPassArray[i].getCompatibleRenderPass();
renderPass->ref();
if (compatibleHandle) {
*compatibleHandle = CompatibleRPHandle(i);
}
return renderPass;
}
}
const GrVkRenderPass* renderPass =
fRenderPassArray.emplace_back(fGpu, target).getCompatibleRenderPass();
renderPass->ref();
if (compatibleHandle) {
*compatibleHandle = CompatibleRPHandle(fRenderPassArray.count() - 1);
}
return renderPass;
}
const GrVkRenderPass*
GrVkResourceProvider::findCompatibleRenderPass(const CompatibleRPHandle& compatibleHandle) {
SkASSERT(compatibleHandle.isValid() && compatibleHandle.toIndex() < fRenderPassArray.count());
int index = compatibleHandle.toIndex();
const GrVkRenderPass* renderPass = fRenderPassArray[index].getCompatibleRenderPass();
renderPass->ref();
return renderPass;
}
const GrVkRenderPass* GrVkResourceProvider::findRenderPass(
const GrVkRenderTarget& target,
const GrVkRenderPass::LoadStoreOps& colorOps,
const GrVkRenderPass::LoadStoreOps& stencilOps,
CompatibleRPHandle* compatibleHandle) {
GrVkResourceProvider::CompatibleRPHandle tempRPHandle;
GrVkResourceProvider::CompatibleRPHandle* pRPHandle = compatibleHandle ? compatibleHandle
: &tempRPHandle;
*pRPHandle = target.compatibleRenderPassHandle();
// This will get us the handle to (and possible create) the compatible set for the specific
// GrVkRenderPass we are looking for.
this->findCompatibleRenderPass(target, compatibleHandle);
return this->findRenderPass(*pRPHandle, colorOps, stencilOps);
}
const GrVkRenderPass*
GrVkResourceProvider::findRenderPass(const CompatibleRPHandle& compatibleHandle,
const GrVkRenderPass::LoadStoreOps& colorOps,
const GrVkRenderPass::LoadStoreOps& stencilOps) {
SkASSERT(compatibleHandle.isValid() && compatibleHandle.toIndex() < fRenderPassArray.count());
CompatibleRenderPassSet& compatibleSet = fRenderPassArray[compatibleHandle.toIndex()];
const GrVkRenderPass* renderPass = compatibleSet.getRenderPass(fGpu,
colorOps,
stencilOps);
renderPass->ref();
return renderPass;
}
GrVkDescriptorPool* GrVkResourceProvider::findOrCreateCompatibleDescriptorPool(
VkDescriptorType type, uint32_t count) {
return new GrVkDescriptorPool(fGpu, type, count);
}
GrVkSampler* GrVkResourceProvider::findOrCreateCompatibleSampler(const GrSamplerParams& params,
uint32_t mipLevels) {
GrVkSampler* sampler = fSamplers.find(GrVkSampler::GenerateKey(params, mipLevels));
if (!sampler) {
sampler = GrVkSampler::Create(fGpu, params, mipLevels);
fSamplers.add(sampler);
}
SkASSERT(sampler);
sampler->ref();
return sampler;
}
sk_sp<GrVkPipelineState> GrVkResourceProvider::findOrCreateCompatiblePipelineState(
const GrPipeline& pipeline,
const GrPrimitiveProcessor& proc,
GrPrimitiveType primitiveType,
const GrVkRenderPass& renderPass) {
return fPipelineStateCache->refPipelineState(pipeline, proc, primitiveType, renderPass);
}
void GrVkResourceProvider::getSamplerDescriptorSetHandle(const GrVkUniformHandler& uniformHandler,
GrVkDescriptorSetManager::Handle* handle) {
SkASSERT(handle);
for (int i = 0; i < fDescriptorSetManagers.count(); ++i) {
if (fDescriptorSetManagers[i].isCompatible(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
&uniformHandler)) {
*handle = GrVkDescriptorSetManager::Handle(i);
return;
}
}
fDescriptorSetManagers.emplace_back(fGpu, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
&uniformHandler);
*handle = GrVkDescriptorSetManager::Handle(fDescriptorSetManagers.count() - 1);
}
void GrVkResourceProvider::getSamplerDescriptorSetHandle(const SkTArray<uint32_t>& visibilities,
GrVkDescriptorSetManager::Handle* handle) {
SkASSERT(handle);
for (int i = 0; i < fDescriptorSetManagers.count(); ++i) {
if (fDescriptorSetManagers[i].isCompatible(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
visibilities)) {
*handle = GrVkDescriptorSetManager::Handle(i);
return;
}
}
fDescriptorSetManagers.emplace_back(fGpu, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
visibilities);
*handle = GrVkDescriptorSetManager::Handle(fDescriptorSetManagers.count() - 1);
}
VkDescriptorSetLayout GrVkResourceProvider::getUniformDSLayout() const {
SkASSERT(fUniformDSHandle.isValid());
return fDescriptorSetManagers[fUniformDSHandle.toIndex()].layout();
}
VkDescriptorSetLayout GrVkResourceProvider::getSamplerDSLayout(
const GrVkDescriptorSetManager::Handle& handle) const {
SkASSERT(handle.isValid());
return fDescriptorSetManagers[handle.toIndex()].layout();
}
const GrVkDescriptorSet* GrVkResourceProvider::getUniformDescriptorSet() {
SkASSERT(fUniformDSHandle.isValid());
return fDescriptorSetManagers[fUniformDSHandle.toIndex()].getDescriptorSet(fGpu,
fUniformDSHandle);
}
const GrVkDescriptorSet* GrVkResourceProvider::getSamplerDescriptorSet(
const GrVkDescriptorSetManager::Handle& handle) {
SkASSERT(handle.isValid());
return fDescriptorSetManagers[handle.toIndex()].getDescriptorSet(fGpu, handle);
}
void GrVkResourceProvider::recycleDescriptorSet(const GrVkDescriptorSet* descSet,
const GrVkDescriptorSetManager::Handle& handle) {
SkASSERT(descSet);
SkASSERT(handle.isValid());
int managerIdx = handle.toIndex();
SkASSERT(managerIdx < fDescriptorSetManagers.count());
fDescriptorSetManagers[managerIdx].recycleDescriptorSet(descSet);
}
GrVkPrimaryCommandBuffer* GrVkResourceProvider::findOrCreatePrimaryCommandBuffer() {
GrVkPrimaryCommandBuffer* cmdBuffer = nullptr;
int count = fAvailableCommandBuffers.count();
if (count > 0) {
cmdBuffer = fAvailableCommandBuffers[count - 1];
SkASSERT(cmdBuffer->finished(fGpu));
fAvailableCommandBuffers.removeShuffle(count - 1);
} else {
cmdBuffer = GrVkPrimaryCommandBuffer::Create(fGpu, fGpu->cmdPool());
}
fActiveCommandBuffers.push_back(cmdBuffer);
cmdBuffer->ref();
return cmdBuffer;
}
void GrVkResourceProvider::checkCommandBuffers() {
for (int i = fActiveCommandBuffers.count()-1; i >= 0; --i) {
if (fActiveCommandBuffers[i]->finished(fGpu)) {
GrVkPrimaryCommandBuffer* cmdBuffer = fActiveCommandBuffers[i];
cmdBuffer->reset(fGpu);
fAvailableCommandBuffers.push_back(cmdBuffer);
fActiveCommandBuffers.removeShuffle(i);
}
}
}
GrVkSecondaryCommandBuffer* GrVkResourceProvider::findOrCreateSecondaryCommandBuffer() {
GrVkSecondaryCommandBuffer* cmdBuffer = nullptr;
int count = fAvailableSecondaryCommandBuffers.count();
if (count > 0) {
cmdBuffer = fAvailableSecondaryCommandBuffers[count-1];
fAvailableSecondaryCommandBuffers.removeShuffle(count - 1);
} else {
cmdBuffer = GrVkSecondaryCommandBuffer::Create(fGpu, fGpu->cmdPool());
}
return cmdBuffer;
}
void GrVkResourceProvider::recycleSecondaryCommandBuffer(GrVkSecondaryCommandBuffer* cb) {
cb->reset(fGpu);
fAvailableSecondaryCommandBuffers.push_back(cb);
}
const GrVkResource* GrVkResourceProvider::findOrCreateStandardUniformBufferResource() {
const GrVkResource* resource = nullptr;
int count = fAvailableUniformBufferResources.count();
if (count > 0) {
resource = fAvailableUniformBufferResources[count - 1];
fAvailableUniformBufferResources.removeShuffle(count - 1);
} else {
resource = GrVkUniformBuffer::CreateResource(fGpu, GrVkUniformBuffer::kStandardSize);
}
return resource;
}
void GrVkResourceProvider::recycleStandardUniformBufferResource(const GrVkResource* resource) {
fAvailableUniformBufferResources.push_back(resource);
}
void GrVkResourceProvider::destroyResources(bool deviceLost) {
// release our active command buffers
for (int i = 0; i < fActiveCommandBuffers.count(); ++i) {
SkASSERT(deviceLost || fActiveCommandBuffers[i]->finished(fGpu));
SkASSERT(fActiveCommandBuffers[i]->unique());
fActiveCommandBuffers[i]->reset(fGpu);
fActiveCommandBuffers[i]->unref(fGpu);
}
fActiveCommandBuffers.reset();
// release our available command buffers
for (int i = 0; i < fAvailableCommandBuffers.count(); ++i) {
SkASSERT(deviceLost || fAvailableCommandBuffers[i]->finished(fGpu));
SkASSERT(fAvailableCommandBuffers[i]->unique());
fAvailableCommandBuffers[i]->unref(fGpu);
}
fAvailableCommandBuffers.reset();
// release our available secondary command buffers
for (int i = 0; i < fAvailableSecondaryCommandBuffers.count(); ++i) {
SkASSERT(fAvailableSecondaryCommandBuffers[i]->unique());
fAvailableSecondaryCommandBuffers[i]->unref(fGpu);
}
fAvailableSecondaryCommandBuffers.reset();
// Release all copy pipelines
for (int i = 0; i < fCopyPipelines.count(); ++i) {
fCopyPipelines[i]->unref(fGpu);
}
// loop over all render pass sets to make sure we destroy all the internal VkRenderPasses
for (int i = 0; i < fRenderPassArray.count(); ++i) {
fRenderPassArray[i].releaseResources(fGpu);
}
fRenderPassArray.reset();
// Iterate through all store GrVkSamplers and unref them before resetting the hash.
SkTDynamicHash<GrVkSampler, uint16_t>::Iter iter(&fSamplers);
for (; !iter.done(); ++iter) {
(*iter).unref(fGpu);
}
fSamplers.reset();
fPipelineStateCache->release();
GR_VK_CALL(fGpu->vkInterface(), DestroyPipelineCache(fGpu->device(), fPipelineCache, nullptr));
fPipelineCache = VK_NULL_HANDLE;
// We must release/destroy all command buffers and pipeline states before releasing the
// GrVkDescriptorSetManagers
for (int i = 0; i < fDescriptorSetManagers.count(); ++i) {
fDescriptorSetManagers[i].release(fGpu);
}
fDescriptorSetManagers.reset();
// release our uniform buffers
for (int i = 0; i < fAvailableUniformBufferResources.count(); ++i) {
SkASSERT(fAvailableUniformBufferResources[i]->unique());
fAvailableUniformBufferResources[i]->unref(fGpu);
}
fAvailableUniformBufferResources.reset();
}
void GrVkResourceProvider::abandonResources() {
// release our active command buffers
for (int i = 0; i < fActiveCommandBuffers.count(); ++i) {
SkASSERT(fActiveCommandBuffers[i]->finished(fGpu));
SkASSERT(fActiveCommandBuffers[i]->unique());
fActiveCommandBuffers[i]->unrefAndAbandon();
}
fActiveCommandBuffers.reset();
// release our available command buffers
for (int i = 0; i < fAvailableCommandBuffers.count(); ++i) {
SkASSERT(fAvailableCommandBuffers[i]->finished(fGpu));
SkASSERT(fAvailableCommandBuffers[i]->unique());
fAvailableCommandBuffers[i]->unrefAndAbandon();
}
fAvailableCommandBuffers.reset();
// release our available secondary command buffers
for (int i = 0; i < fAvailableSecondaryCommandBuffers.count(); ++i) {
SkASSERT(fAvailableSecondaryCommandBuffers[i]->unique());
fAvailableSecondaryCommandBuffers[i]->unrefAndAbandon();
}
fAvailableSecondaryCommandBuffers.reset();
// Abandon all copy pipelines
for (int i = 0; i < fCopyPipelines.count(); ++i) {
fCopyPipelines[i]->unrefAndAbandon();
}
// loop over all render pass sets to make sure we destroy all the internal VkRenderPasses
for (int i = 0; i < fRenderPassArray.count(); ++i) {
fRenderPassArray[i].abandonResources();
}
fRenderPassArray.reset();
// Iterate through all store GrVkSamplers and unrefAndAbandon them before resetting the hash.
SkTDynamicHash<GrVkSampler, uint16_t>::Iter iter(&fSamplers);
for (; !iter.done(); ++iter) {
(*iter).unrefAndAbandon();
}
fSamplers.reset();
fPipelineStateCache->abandon();
fPipelineCache = VK_NULL_HANDLE;
// We must abandon all command buffers and pipeline states before abandoning the
// GrVkDescriptorSetManagers
for (int i = 0; i < fDescriptorSetManagers.count(); ++i) {
fDescriptorSetManagers[i].abandon();
}
fDescriptorSetManagers.reset();
// release our uniform buffers
for (int i = 0; i < fAvailableUniformBufferResources.count(); ++i) {
SkASSERT(fAvailableUniformBufferResources[i]->unique());
fAvailableUniformBufferResources[i]->unrefAndAbandon();
}
fAvailableUniformBufferResources.reset();
}
////////////////////////////////////////////////////////////////////////////////
GrVkResourceProvider::CompatibleRenderPassSet::CompatibleRenderPassSet(
const GrVkGpu* gpu,
const GrVkRenderTarget& target)
: fLastReturnedIndex(0) {
fRenderPasses.emplace_back(new GrVkRenderPass());
fRenderPasses[0]->initSimple(gpu, target);
}
bool GrVkResourceProvider::CompatibleRenderPassSet::isCompatible(
const GrVkRenderTarget& target) const {
// The first GrVkRenderpass should always exists since we create the basic load store
// render pass on create
SkASSERT(fRenderPasses[0]);
return fRenderPasses[0]->isCompatible(target);
}
GrVkRenderPass* GrVkResourceProvider::CompatibleRenderPassSet::getRenderPass(
const GrVkGpu* gpu,
const GrVkRenderPass::LoadStoreOps& colorOps,
const GrVkRenderPass::LoadStoreOps& stencilOps) {
for (int i = 0; i < fRenderPasses.count(); ++i) {
int idx = (i + fLastReturnedIndex) % fRenderPasses.count();
if (fRenderPasses[idx]->equalLoadStoreOps(colorOps, stencilOps)) {
fLastReturnedIndex = idx;
return fRenderPasses[idx];
}
}
GrVkRenderPass* renderPass = fRenderPasses.emplace_back(new GrVkRenderPass());
renderPass->init(gpu, *this->getCompatibleRenderPass(), colorOps, stencilOps);
fLastReturnedIndex = fRenderPasses.count() - 1;
return renderPass;
}
void GrVkResourceProvider::CompatibleRenderPassSet::releaseResources(const GrVkGpu* gpu) {
for (int i = 0; i < fRenderPasses.count(); ++i) {
if (fRenderPasses[i]) {
fRenderPasses[i]->unref(gpu);
fRenderPasses[i] = nullptr;
}
}
}
void GrVkResourceProvider::CompatibleRenderPassSet::abandonResources() {
for (int i = 0; i < fRenderPasses.count(); ++i) {
if (fRenderPasses[i]) {
fRenderPasses[i]->unrefAndAbandon();
fRenderPasses[i] = nullptr;
}
}
}