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// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_COMMAND_BUFFER_CLIENT_GPU_CONTROL_H_
#define GPU_COMMAND_BUFFER_CLIENT_GPU_CONTROL_H_
#include <stdint.h>
#include <vector>
#include "base/callback.h"
#include "base/macros.h"
#include "gpu/command_buffer/common/capabilities.h"
#include "gpu/command_buffer/common/constants.h"
#include "gpu/command_buffer/common/mailbox.h"
#include "gpu/gpu_export.h"
extern "C" typedef struct _ClientBuffer* ClientBuffer;
namespace base {
class Lock;
}
namespace gfx {
class GpuMemoryBuffer;
}
namespace gpu {
struct SyncToken;
// Common interface for GpuControl implementations.
class GPU_EXPORT GpuControl {
public:
GpuControl() {}
virtual ~GpuControl() {}
virtual Capabilities GetCapabilities() = 0;
// Create an image for a client buffer with the given dimensions and
// format. Returns its ID or -1 on error.
virtual int32_t CreateImage(ClientBuffer buffer,
size_t width,
size_t height,
unsigned internalformat) = 0;
// Destroy an image. The ID must be positive.
virtual void DestroyImage(int32_t id) = 0;
// Create a gpu memory buffer backed image with the given dimensions and
// format for |usage|. Returns its ID or -1 on error.
virtual int32_t CreateGpuMemoryBufferImage(size_t width,
size_t height,
unsigned internalformat,
unsigned usage) = 0;
// Inserts a sync point, returning its ID. Sync point IDs are global and can
// be used for cross-context synchronization.
virtual uint32_t InsertSyncPoint() = 0;
// Inserts a future sync point, returning its ID. Sync point IDs are global
// and can be used for cross-context synchronization. The sync point won't be
// retired immediately.
virtual uint32_t InsertFutureSyncPoint() = 0;
// Retires a future sync point. This will signal contexts that are waiting
// on it to start executing.
virtual void RetireSyncPoint(uint32_t sync_point) = 0;
// Runs |callback| when a sync point is reached.
virtual void SignalSyncPoint(uint32_t sync_point,
const base::Closure& callback) = 0;
// Runs |callback| when a query created via glCreateQueryEXT() has cleared
// passed the glEndQueryEXT() point.
virtual void SignalQuery(uint32_t query, const base::Closure& callback) = 0;
virtual void SetSurfaceVisible(bool visible) = 0;
// Attaches an external stream to the texture given by |texture_id| and
// returns a stream identifier.
virtual uint32_t CreateStreamTexture(uint32_t texture_id) = 0;
// Sets a lock this will be held on every callback from the GPU
// implementation. This lock must be set and must be held on every call into
// the GPU implementation if it is to be used from multiple threads. This
// may not be supported with all implementations.
virtual void SetLock(base::Lock*) = 0;
// Returns true if the channel to the Gpu is lost. When true, all contexts
// should be considered as lost.
virtual bool IsGpuChannelLost() = 0;
// The namespace and command buffer ID forms a unique pair for all existing
// GpuControl (on client) and matches for the corresponding command buffer
// (on server) in a single server process.
virtual CommandBufferNamespace GetNamespaceID() const = 0;
virtual uint64_t GetCommandBufferID() const = 0;
// Fence Syncs use release counters at a context level, these fence syncs
// need to be flushed before they can be shared with other contexts across
// channels. Subclasses should implement these functions and take care of
// figuring out when a fence sync has been flushed. The difference between
// IsFenceSyncFlushed and IsFenceSyncFlushReceived, one is testing is the
// client has issued the flush, and the other is testing if the service
// has received the flush.
virtual uint64_t GenerateFenceSyncRelease() = 0;
virtual bool IsFenceSyncRelease(uint64_t release) = 0;
virtual bool IsFenceSyncFlushed(uint64_t release) = 0;
virtual bool IsFenceSyncFlushReceived(uint64_t release) = 0;
// Runs |callback| when sync token is signalled.
virtual void SignalSyncToken(const SyncToken& sync_token,
const base::Closure& callback) = 0;
// Under some circumstances a sync token may be used which has not been
// verified to have been flushed. For example, fence syncs queued on the
// same channel as the wait command guarantee that the fence sync will
// be enqueued first so does not need to be flushed.
virtual bool CanWaitUnverifiedSyncToken(const SyncToken* sync_token) = 0;
private:
DISALLOW_COPY_AND_ASSIGN(GpuControl);
};
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_CLIENT_GPU_CONTROL_H_
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