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Side by Side Diff: src/gpu/vk/GrVkResourceProvider.cpp

Issue 1723503002: Revert of Add vulkan files into skia repo. (Closed) Base URL: https://skia.googlesource.com/skia.git@merge
Patch Set: Created 4 years, 10 months ago
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1 /*
2 * Copyright 2016 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "GrVkResourceProvider.h"
9
10 #include "GrVkCommandBuffer.h"
11 #include "GrVkPipeline.h"
12 #include "GrVkRenderPass.h"
13 #include "GrVkUtil.h"
14
15 #ifdef SK_TRACE_VK_RESOURCES
16 SkTDynamicHash<GrVkResource, uint32_t> GrVkResource::fTrace;
17 SkRandom GrVkResource::fRandom;
18 #endif
19
20 GrVkResourceProvider::GrVkResourceProvider(GrVkGpu* gpu) : fGpu(gpu) {
21 }
22
23 GrVkResourceProvider::~GrVkResourceProvider() {
24 SkASSERT(0 == fSimpleRenderPasses.count());
25 }
26
27 GrVkPipeline* GrVkResourceProvider::createPipeline(const GrPipeline& pipeline,
28 const GrPrimitiveProcessor& p rimProc,
29 VkPipelineShaderStageCreateIn fo* shaderStageInfo,
30 int shaderStageCount,
31 GrPrimitiveType primitiveType ,
32 const GrVkRenderPass& renderP ass,
33 VkPipelineLayout layout) {
34
35 return GrVkPipeline::Create(fGpu, pipeline, primProc, shaderStageInfo, shade rStageCount,
36 primitiveType, renderPass, layout);
37 }
38
39
40 // To create framebuffers, we first need to create a simple RenderPass that is
41 // only used for framebuffer creation. When we actually render we will create
42 // RenderPasses as needed that are compatible with the framebuffer.
43 const GrVkRenderPass*
44 GrVkResourceProvider::findOrCreateCompatibleRenderPass(const GrVkRenderTarget& t arget) {
45 for (int i = 0; i < fSimpleRenderPasses.count(); ++i) {
46 GrVkRenderPass* renderPass = fSimpleRenderPasses[i];
47 if (renderPass->isCompatible(target)) {
48 renderPass->ref();
49 return renderPass;
50 }
51 }
52
53 GrVkRenderPass* renderPass = new GrVkRenderPass();
54 renderPass->initSimple(fGpu, target);
55 fSimpleRenderPasses.push_back(renderPass);
56 renderPass->ref();
57 return renderPass;
58 }
59
60 GrVkDescriptorPool* GrVkResourceProvider::findOrCreateCompatibleDescriptorPool(
61 const GrVkDescriptorPool::DescriptorTypeC ounts& typeCounts) {
62 return new GrVkDescriptorPool(fGpu, typeCounts);
63 }
64
65 GrVkCommandBuffer* GrVkResourceProvider::createCommandBuffer() {
66 GrVkCommandBuffer* cmdBuffer = GrVkCommandBuffer::Create(fGpu, fGpu->cmdPool ());
67 fActiveCommandBuffers.push_back(cmdBuffer);
68 cmdBuffer->ref();
69 return cmdBuffer;
70 }
71
72 void GrVkResourceProvider::checkCommandBuffers() {
73 for (int i = fActiveCommandBuffers.count()-1; i >= 0; --i) {
74 if (fActiveCommandBuffers[i]->finished(fGpu)) {
75 fActiveCommandBuffers[i]->unref(fGpu);
76 fActiveCommandBuffers.removeShuffle(i);
77 }
78 }
79 }
80
81 void GrVkResourceProvider::destroyResources() {
82 // release our current command buffers
83 for (int i = 0; i < fActiveCommandBuffers.count(); ++i) {
84 SkASSERT(fActiveCommandBuffers[i]->finished(fGpu));
85 SkASSERT(fActiveCommandBuffers[i]->unique());
86 fActiveCommandBuffers[i]->unref(fGpu);
87 }
88 fActiveCommandBuffers.reset();
89
90 // loop over all render passes to make sure we destroy all the internal VkRe nderPasses
91 for (int i = 0; i < fSimpleRenderPasses.count(); ++i) {
92 fSimpleRenderPasses[i]->unref(fGpu);
93 }
94 fSimpleRenderPasses.reset();
95
96 #ifdef SK_TRACE_VK_RESOURCES
97 SkASSERT(0 == GrVkResource::fTrace.count());
98 #endif
99
100 }
101
102 void GrVkResourceProvider::abandonResources() {
103 // release our current command buffers
104 for (int i = 0; i < fActiveCommandBuffers.count(); ++i) {
105 SkASSERT(fActiveCommandBuffers[i]->finished(fGpu));
106 fActiveCommandBuffers[i]->unrefAndAbandon();
107 }
108 fActiveCommandBuffers.reset();
109
110 for (int i = 0; i < fSimpleRenderPasses.count(); ++i) {
111 fSimpleRenderPasses[i]->unrefAndAbandon();
112 }
113 fSimpleRenderPasses.reset();
114
115 #ifdef SK_TRACE_VK_RESOURCES
116 SkASSERT(0 == GrVkResource::fTrace.count());
117 #endif
118 }
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