1 | // Copyright 2013 The Flutter Authors. All rights reserved. |
2 | // Use of this source code is governed by a BSD-style license that can be |
3 | // found in the LICENSE file. |
4 | |
5 | #pragma once |
6 | |
7 | #include <memory> |
8 | #include <string> |
9 | |
10 | #include "flutter/fml/macros.h" |
11 | #include "impeller/core/formats.h" |
12 | #include "impeller/core/host_buffer.h" |
13 | #include "impeller/renderer/capabilities.h" |
14 | #include "impeller/renderer/pool.h" |
15 | |
16 | namespace impeller { |
17 | |
18 | class ShaderLibrary; |
19 | class SamplerLibrary; |
20 | class CommandBuffer; |
21 | class PipelineLibrary; |
22 | class Allocator; |
23 | |
24 | //------------------------------------------------------------------------------ |
25 | /// @brief To do anything rendering related with Impeller, you need a |
26 | /// context. |
27 | /// |
28 | /// Contexts are expensive to construct and typically you only need |
29 | /// one in the process. The context represents a connection to a |
30 | /// graphics or compute accelerator on the device. |
31 | /// |
32 | /// If there are multiple context in a process, it would typically |
33 | /// be for separation of concerns (say, use with multiple engines in |
34 | /// Flutter), talking to multiple accelerators, or talking to the |
35 | /// same accelerator using different client APIs (Metal, Vulkan, |
36 | /// OpenGL ES, etc..). |
37 | /// |
38 | /// Contexts are thread-safe. They may be created, used, and |
39 | /// collected (though not from a thread used by an internal pool) on |
40 | /// any thread. They may also be accessed simultaneously from |
41 | /// multiple threads. |
42 | /// |
43 | /// Contexts are abstract and a concrete instance must be created |
44 | /// using one of the subclasses of `Context` in |
45 | /// `//impeller/renderer/backend`. |
46 | class Context { |
47 | public: |
48 | enum class BackendType { |
49 | kMetal, |
50 | kOpenGLES, |
51 | kVulkan, |
52 | }; |
53 | |
54 | //---------------------------------------------------------------------------- |
55 | /// @brief Destroys an Impeller context. |
56 | /// |
57 | virtual ~Context(); |
58 | |
59 | //---------------------------------------------------------------------------- |
60 | /// @brief Get the graphics backend of an Impeller context. |
61 | /// |
62 | /// This is useful for cases where a renderer needs to track and |
63 | /// lookup backend-specific resources, like shaders or uniform |
64 | /// layout information. |
65 | /// |
66 | /// It's not recommended to use this as a substitute for |
67 | /// per-backend capability checking. Instead, check for specific |
68 | /// capabilities via `GetCapabilities()`. |
69 | /// |
70 | /// @return The graphics backend of the `Context`. |
71 | /// |
72 | virtual BackendType GetBackendType() const = 0; |
73 | |
74 | // TODO(129920): Refactor and move to capabilities. |
75 | virtual std::string DescribeGpuModel() const = 0; |
76 | |
77 | //---------------------------------------------------------------------------- |
78 | /// @brief Determines if a context is valid. If the caller ever receives |
79 | /// an invalid context, they must discard it and construct a new |
80 | /// context. There is no recovery mechanism to repair a bad |
81 | /// context. |
82 | /// |
83 | /// It is convention in Impeller to never return an invalid |
84 | /// context from a call that returns an pointer to a context. The |
85 | /// call implementation performs validity checks itself and return |
86 | /// a null context instead of a pointer to an invalid context. |
87 | /// |
88 | /// How a context goes invalid is backend specific. It could |
89 | /// happen due to device loss, or any other unrecoverable error. |
90 | /// |
91 | /// @return If the context is valid. |
92 | /// |
93 | virtual bool IsValid() const = 0; |
94 | |
95 | //---------------------------------------------------------------------------- |
96 | /// @brief Get the capabilities of Impeller context. All optionally |
97 | /// supported feature of the platform, client-rendering API, and |
98 | /// device can be queried using the `Capabilities`. |
99 | /// |
100 | /// @return The capabilities. Can never be `nullptr` for a valid context. |
101 | /// |
102 | virtual const std::shared_ptr<const Capabilities>& GetCapabilities() |
103 | const = 0; |
104 | |
105 | // TODO(129920): Refactor and move to capabilities. |
106 | virtual bool UpdateOffscreenLayerPixelFormat(PixelFormat format); |
107 | |
108 | //---------------------------------------------------------------------------- |
109 | /// @brief Returns the allocator used to create textures and buffers on |
110 | /// the device. |
111 | /// |
112 | /// @return The resource allocator. Can never be `nullptr` for a valid |
113 | /// context. |
114 | /// |
115 | virtual std::shared_ptr<Allocator> GetResourceAllocator() const = 0; |
116 | |
117 | //---------------------------------------------------------------------------- |
118 | /// @brief Returns the library of shaders used to specify the |
119 | /// programmable stages of a pipeline. |
120 | /// |
121 | /// @return The shader library. Can never be `nullptr` for a valid |
122 | /// context. |
123 | /// |
124 | virtual std::shared_ptr<ShaderLibrary> GetShaderLibrary() const = 0; |
125 | |
126 | //---------------------------------------------------------------------------- |
127 | /// @brief Returns the library of combined image samplers used in |
128 | /// shaders. |
129 | /// |
130 | /// @return The sampler library. Can never be `nullptr` for a valid |
131 | /// context. |
132 | /// |
133 | virtual std::shared_ptr<SamplerLibrary> GetSamplerLibrary() const = 0; |
134 | |
135 | //---------------------------------------------------------------------------- |
136 | /// @brief Returns the library of pipelines used by render or compute |
137 | /// commands. |
138 | /// |
139 | /// @return The pipeline library. Can never be `nullptr` for a valid |
140 | /// context. |
141 | /// |
142 | virtual std::shared_ptr<PipelineLibrary> GetPipelineLibrary() const = 0; |
143 | |
144 | //---------------------------------------------------------------------------- |
145 | /// @brief Create a new command buffer. Command buffers can be used to |
146 | /// encode graphics, blit, or compute commands to be submitted to |
147 | /// the device. |
148 | /// |
149 | /// A command buffer can only be used on a single thread. |
150 | /// Multi-threaded render, blit, or compute passes must create a |
151 | /// new command buffer on each thread. |
152 | /// |
153 | /// @return A new command buffer. |
154 | /// |
155 | virtual std::shared_ptr<CommandBuffer> CreateCommandBuffer() const = 0; |
156 | |
157 | //---------------------------------------------------------------------------- |
158 | /// @brief Force all pending asynchronous work to finish. This is |
159 | /// achieved by deleting all owned concurrent message loops. |
160 | /// |
161 | virtual void Shutdown() = 0; |
162 | |
163 | //---------------------------------------------------------------------------- |
164 | /// @brief Accessor for a pool of HostBuffers. |
165 | Pool<HostBuffer>& GetHostBufferPool() const { return host_buffer_pool_; } |
166 | |
167 | protected: |
168 | Context(); |
169 | |
170 | private: |
171 | mutable Pool<HostBuffer> host_buffer_pool_ = Pool<HostBuffer>(1'000'000); |
172 | |
173 | FML_DISALLOW_COPY_AND_ASSIGN(Context); |
174 | }; |
175 | |
176 | } // namespace impeller |
177 | |