Flutter Impeller
context.h
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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 #ifndef FLUTTER_IMPELLER_RENDERER_CONTEXT_H_
6 #define FLUTTER_IMPELLER_RENDERER_CONTEXT_H_
7 
8 #include <memory>
9 #include <string>
10 
11 #include "fml/closure.h"
13 #include "impeller/core/formats.h"
17 
18 namespace impeller {
19 
20 class ShaderLibrary;
21 class CommandBuffer;
22 class PipelineLibrary;
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  /// The maximum number of tasks that should ever be stored for
55  /// `StoreTaskForGPU`.
56  ///
57  /// This number was arbitrarily chosen. The idea is that this is a somewhat
58  /// rare situation where tasks happen to get executed in that tiny amount of
59  /// time while an app is being backgrounded but still executing.
60  static constexpr int32_t kMaxTasksAwaitingGPU = 64;
61 
62  //----------------------------------------------------------------------------
63  /// @brief Destroys an Impeller context.
64  ///
65  virtual ~Context();
66 
67  //----------------------------------------------------------------------------
68  /// @brief Get the graphics backend of an Impeller context.
69  ///
70  /// This is useful for cases where a renderer needs to track and
71  /// lookup backend-specific resources, like shaders or uniform
72  /// layout information.
73  ///
74  /// It's not recommended to use this as a substitute for
75  /// per-backend capability checking. Instead, check for specific
76  /// capabilities via `GetCapabilities()`.
77  ///
78  /// @return The graphics backend of the `Context`.
79  ///
80  virtual BackendType GetBackendType() const = 0;
81 
82  // TODO(129920): Refactor and move to capabilities.
83  virtual std::string DescribeGpuModel() const = 0;
84 
85  //----------------------------------------------------------------------------
86  /// @brief Determines if a context is valid. If the caller ever receives
87  /// an invalid context, they must discard it and construct a new
88  /// context. There is no recovery mechanism to repair a bad
89  /// context.
90  ///
91  /// It is convention in Impeller to never return an invalid
92  /// context from a call that returns an pointer to a context. The
93  /// call implementation performs validity checks itself and return
94  /// a null context instead of a pointer to an invalid context.
95  ///
96  /// How a context goes invalid is backend specific. It could
97  /// happen due to device loss, or any other unrecoverable error.
98  ///
99  /// @return If the context is valid.
100  ///
101  virtual bool IsValid() const = 0;
102 
103  //----------------------------------------------------------------------------
104  /// @brief Get the capabilities of Impeller context. All optionally
105  /// supported feature of the platform, client-rendering API, and
106  /// device can be queried using the `Capabilities`.
107  ///
108  /// @return The capabilities. Can never be `nullptr` for a valid context.
109  ///
110  virtual const std::shared_ptr<const Capabilities>& GetCapabilities()
111  const = 0;
112 
113  // TODO(129920): Refactor and move to capabilities.
114  virtual bool UpdateOffscreenLayerPixelFormat(PixelFormat format);
115 
116  //----------------------------------------------------------------------------
117  /// @brief Returns the allocator used to create textures and buffers on
118  /// the device.
119  ///
120  /// @return The resource allocator. Can never be `nullptr` for a valid
121  /// context.
122  ///
123  virtual std::shared_ptr<Allocator> GetResourceAllocator() const = 0;
124 
125  //----------------------------------------------------------------------------
126  /// @brief Returns the library of shaders used to specify the
127  /// programmable stages of a pipeline.
128  ///
129  /// @return The shader library. Can never be `nullptr` for a valid
130  /// context.
131  ///
132  virtual std::shared_ptr<ShaderLibrary> GetShaderLibrary() const = 0;
133 
134  //----------------------------------------------------------------------------
135  /// @brief Returns the library of combined image samplers used in
136  /// shaders.
137  ///
138  /// @return The sampler library. Can never be `nullptr` for a valid
139  /// context.
140  ///
141  virtual std::shared_ptr<SamplerLibrary> GetSamplerLibrary() const = 0;
142 
143  //----------------------------------------------------------------------------
144  /// @brief Returns the library of pipelines used by render or compute
145  /// commands.
146  ///
147  /// @return The pipeline library. Can never be `nullptr` for a valid
148  /// context.
149  ///
150  virtual std::shared_ptr<PipelineLibrary> GetPipelineLibrary() const = 0;
151 
152  //----------------------------------------------------------------------------
153  /// @brief Create a new command buffer. Command buffers can be used to
154  /// encode graphics, blit, or compute commands to be submitted to
155  /// the device.
156  ///
157  /// A command buffer can only be used on a single thread.
158  /// Multi-threaded render, blit, or compute passes must create a
159  /// new command buffer on each thread.
160  ///
161  /// @return A new command buffer.
162  ///
163  virtual std::shared_ptr<CommandBuffer> CreateCommandBuffer() const = 0;
164 
165  /// @brief Return the graphics queue for submitting command buffers.
166  virtual std::shared_ptr<CommandQueue> GetCommandQueue() const = 0;
167 
168  //----------------------------------------------------------------------------
169  /// @brief Force all pending asynchronous work to finish. This is
170  /// achieved by deleting all owned concurrent message loops.
171  ///
172  virtual void Shutdown() = 0;
173 
174  /// Stores a task on the `ContextMTL` that is awaiting access for the GPU.
175  ///
176  /// The task will be executed in the event that the GPU access has changed to
177  /// being available or that the task has been canceled. The task should
178  /// operate with the `SyncSwitch` to make sure the GPU is accessible.
179  ///
180  /// If the queue of pending tasks is cleared without GPU access, then the
181  /// failure callback will be invoked and the primary task function will not
182  ///
183  /// Threadsafe.
184  ///
185  /// `task` will be executed on the platform thread.
186  virtual void StoreTaskForGPU(const fml::closure& task,
187  const fml::closure& failure) {
188  FML_CHECK(false && "not supported in this context");
189  }
190 
191  /// Run backend specific additional setup and create common shader variants.
192  ///
193  /// This bootstrap is intended to improve the performance of several
194  /// first frame benchmarks that are tracked in the flutter device lab.
195  /// The workload includes initializing commonly used but not default
196  /// shader variants, as well as forcing driver initialization.
198 
199  /// Dispose resources that are cached on behalf of the current thread.
200  ///
201  /// Some backends such as Vulkan may cache resources that can be reused while
202  /// executing a rendering operation. This API can be called after the
203  /// operation completes in order to clear the cache.
205 
206  /// @brief Enqueue command_buffer for submission by the end of the frame.
207  ///
208  /// Certain backends may immediately flush the command buffer if batch
209  /// submission is not supported. This functionality is not thread safe
210  /// and should only be used via the ContentContext for rendering a
211  /// 2D workload.
212  ///
213  /// Returns true if submission has succeeded. If the buffer is enqueued
214  /// then no error may be returned until FlushCommandBuffers is called.
215  [[nodiscard]] virtual bool EnqueueCommandBuffer(
216  std::shared_ptr<CommandBuffer> command_buffer);
217 
218  /// @brief Flush all pending command buffers.
219  ///
220  /// Returns whether or not submission was successful. This functionality
221  /// is not threadsafe and should only be used via the ContentContext for
222  /// rendering a 2D workload.
223  [[nodiscard]] virtual bool FlushCommandBuffers();
224 
225  virtual bool AddTrackingFence(const std::shared_ptr<Texture>& texture) const;
226 
227  virtual std::shared_ptr<const IdleWaiter> GetIdleWaiter() const;
228 
229  //----------------------------------------------------------------------------
230  /// Resets any thread local state that may interfere with embedders.
231  ///
232  /// Today, only the OpenGL backend can trample on thread local state that the
233  /// embedder can access. This call puts the GL state in a sane "clean" state.
234  ///
235  /// Impeller itself is resilient to a dirty thread local state table.
236  ///
237  virtual void ResetThreadLocalState() const;
238 
239  /// @brief Retrieve the runtime stage for this context type.
240  ///
241  /// This is used by the engine shell and other subsystems for loading the
242  /// correct shader types.
244 
245  /// @brief Submit the command buffer that renders to the onscreen surface.
246  virtual bool SubmitOnscreen(std::shared_ptr<CommandBuffer> cmd_buffer);
247 
248  protected:
250 
251  std::vector<std::function<void()>> per_frame_task_;
252 
253  private:
254  Context(const Context&) = delete;
255 
256  Context& operator=(const Context&) = delete;
257 };
258 
259 } // namespace impeller
260 
261 #endif // FLUTTER_IMPELLER_RENDERER_CONTEXT_H_
To do anything rendering related with Impeller, you need a context.
Definition: context.h:46
virtual std::shared_ptr< const IdleWaiter > GetIdleWaiter() const
Definition: context.cc:28
virtual bool AddTrackingFence(const std::shared_ptr< Texture > &texture) const
Definition: context.cc:36
virtual std::shared_ptr< SamplerLibrary > GetSamplerLibrary() const =0
Returns the library of combined image samplers used in shaders.
virtual std::shared_ptr< CommandBuffer > CreateCommandBuffer() const =0
Create a new command buffer. Command buffers can be used to encode graphics, blit,...
virtual std::shared_ptr< PipelineLibrary > GetPipelineLibrary() const =0
Returns the library of pipelines used by render or compute commands.
virtual bool SubmitOnscreen(std::shared_ptr< CommandBuffer > cmd_buffer)
Submit the command buffer that renders to the onscreen surface.
Definition: context.cc:40
virtual std::shared_ptr< ShaderLibrary > GetShaderLibrary() const =0
Returns the library of shaders used to specify the programmable stages of a pipeline.
static constexpr int32_t kMaxTasksAwaitingGPU
Definition: context.h:60
virtual const std::shared_ptr< const Capabilities > & GetCapabilities() const =0
Get the capabilities of Impeller context. All optionally supported feature of the platform,...
std::vector< std::function< void()> > per_frame_task_
Definition: context.h:251
virtual bool UpdateOffscreenLayerPixelFormat(PixelFormat format)
Definition: context.cc:15
virtual BackendType GetBackendType() const =0
Get the graphics backend of an Impeller context.
virtual void Shutdown()=0
Force all pending asynchronous work to finish. This is achieved by deleting all owned concurrent mess...
virtual void DisposeThreadLocalCachedResources()
Definition: context.h:204
virtual bool FlushCommandBuffers()
Flush all pending command buffers.
Definition: context.cc:24
virtual std::shared_ptr< CommandQueue > GetCommandQueue() const =0
Return the graphics queue for submitting command buffers.
virtual RuntimeStageBackend GetRuntimeStageBackend() const =0
Retrieve the runtime stage for this context type.
virtual void StoreTaskForGPU(const fml::closure &task, const fml::closure &failure)
Definition: context.h:186
virtual void InitializeCommonlyUsedShadersIfNeeded() const
Definition: context.h:197
virtual std::shared_ptr< Allocator > GetResourceAllocator() const =0
Returns the allocator used to create textures and buffers on the device.
virtual std::string DescribeGpuModel() const =0
virtual ~Context()
Destroys an Impeller context.
virtual bool IsValid() const =0
Determines if a context is valid. If the caller ever receives an invalid context, they must discard i...
virtual void ResetThreadLocalState() const
Definition: context.cc:32
virtual bool EnqueueCommandBuffer(std::shared_ptr< CommandBuffer > command_buffer)
Enqueue command_buffer for submission by the end of the frame.
Definition: context.cc:19
PixelFormat
The Pixel formats supported by Impeller. The naming convention denotes the usage of the component,...
Definition: formats.h:99