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gpu / command_buffer / client / gpu_control.h [blame]
// Copyright 2014 The Chromium Authors
// 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 <stddef.h>
#include <stdint.h>
#include <vector>
#include "base/functional/callback.h"
#include "gpu/command_buffer/common/capabilities.h"
#include "gpu/command_buffer/common/command_buffer_id.h"
#include "gpu/command_buffer/common/constants.h"
#include "gpu/command_buffer/common/mailbox.h"
#include "gpu/gpu_export.h"
#include "ui/gfx/overlay_transform.h"
extern "C" typedef struct _ClientBuffer* ClientBuffer;
extern "C" typedef struct _ClientGpuFence* ClientGpuFence;
namespace base {
class Lock;
}
namespace gfx {
class GpuFence;
}
namespace gpu {
class GpuControlClient;
struct SyncToken;
// Common interface for GpuControl implementations.
class GPU_EXPORT GpuControl {
public:
GpuControl() = default;
GpuControl(const GpuControl&) = delete;
GpuControl& operator=(const GpuControl&) = delete;
virtual ~GpuControl() = default;
virtual void SetGpuControlClient(GpuControlClient* gpu_control_client) = 0;
virtual const Capabilities& GetCapabilities() const = 0;
virtual const GLCapabilities& GetGLCapabilities() const = 0;
// Runs |callback| when a query created via glCreateQueryEXT() has cleared
// passed the glEndQueryEXT() point.
virtual void SignalQuery(uint32_t query, base::OnceClosure callback) = 0;
// Cancels all quieries that havent been run via signalQuery.
virtual void CancelAllQueries() = 0;
virtual void CreateGpuFence(uint32_t gpu_fence_id, ClientGpuFence source) = 0;
virtual void GetGpuFence(
uint32_t gpu_fence_id,
base::OnceCallback<void(std::unique_ptr<gfx::GpuFence>)> callback) = 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;
// When this function returns it ensures all previously flushed work is
// visible by the service. This command does this by sending a synchronous
// IPC. Note just because the work is visible to the server does not mean
// that it has been processed. This is only relevant for out of process
// services and will be treated as a NOP for in process command buffers.
virtual void EnsureWorkVisible() = 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. The extra command buffer data can
// be used for extra identification purposes. One usage is to store some
// extra field to identify unverified sync tokens for the implementation of
// the CanWaitUnverifiedSyncToken() function.
virtual CommandBufferNamespace GetNamespaceID() const = 0;
virtual CommandBufferId GetCommandBufferID() const = 0;
// Flush any outstanding ordering barriers on all contexts.
virtual void FlushPendingWork() = 0;
// Generates a fence sync which should be inserted into the GL command stream.
// When the service executes the fence sync it is released. Fence syncs are
// shared with other contexts as sync tokens which encapsulate the fence sync
// and the command buffer on which it was generated. Fence syncs need to be
// flushed before they can be used by other contexts. Furthermore, the flush
// must be verified before sending a sync token across channel boundaries.
virtual uint64_t GenerateFenceSyncRelease() = 0;
// Returns true if the service has released (executed) the fence sync. Some
// implementations may support calling this from any thread without holding
// the lock provided by the client.
virtual bool IsFenceSyncReleased(uint64_t release) = 0;
// Runs |callback| when sync token is signaled.
virtual void SignalSyncToken(const SyncToken& sync_token,
base::OnceClosure callback) = 0;
// This allows the command buffer proxy to mark the next flush with sync token
// dependencies for the gpu scheduler, or to block prior to the flush in case
// of android webview.
virtual void WaitSyncToken(const SyncToken& sync_token) = 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;
};
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_CLIENT_GPU_CONTROL_H_