Skip to content
This repository was archived by the owner on Feb 25, 2025. It is now read-only.
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
95 changes: 93 additions & 2 deletions impeller/renderer/context.h
Original file line number Diff line number Diff line change
Expand Up @@ -19,31 +19,122 @@ class CommandBuffer;
class PipelineLibrary;
class Allocator;

//------------------------------------------------------------------------------
/// @brief To do anything rendering related with Impeller, you need a
/// context.
///
/// Contexts are expensive to construct and typically you only need
/// one in the process. The context represents a connection to a
/// graphics or compute accelerator on the device.
///
/// If there are multiple context in a process, it would typically
/// be for separation of concerns (say, use with multiple engines in
/// Flutter), talking to multiple accelerators, or talking to the
/// same accelerator using different client APIs (Metal, Vulkan,
/// OpenGL ES, etc..).
///
/// Contexts are thread-safe. They may be created, used, and
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

There is a small caveat here in that they may still need to be destructed on the thread they were created from, at least as long as they own their own concurrent worker loop.

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

actually, I guess not on the thread it was constructed on - just not on a worker thread from an internal pool

Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Added the clarification.

/// collected (though not from a thread used by an internal pool) on
/// any thread. They may also be accessed simultaneously from
/// multiple threads.
///
/// Contexts are abstract and a concrete instance must be created
/// using one of the subclasses of `Context` in
/// `//impeller/renderer/backend`.
class Context {
public:
//----------------------------------------------------------------------------
/// @brief Destroys an Impeller context.
///
virtual ~Context();

// TODO(129920): Refactor and move to capabilities.
virtual std::string DescribeGpuModel() const = 0;

//----------------------------------------------------------------------------
/// @brief Determines if a context is valid. If the caller ever receives
/// an invalid context, they must discard it and construct a new
/// context. There is no recovery mechanism to repair a bad
/// context.
///
/// It is convention in Impeller to never return an invalid
/// context from a call that returns an pointer to a context. The
/// call implementation performs validity checks itself and return
/// a null context instead of a pointer to an invalid context.
///
/// How a context goes invalid is backend specific. It could
/// happen due to device loss, or any other unrecoverable error.
///
/// @return If the context is valid.
///
virtual bool IsValid() const = 0;

//----------------------------------------------------------------------------
/// @brief Get the capabilities of Impeller context. All optionally
/// supported feature of the platform, client-rendering API, and
/// device can be queried using the `Capabilities`.
///
/// @return The capabilities. Can never be `nullptr` for a valid context.
///
virtual const std::shared_ptr<const Capabilities>& GetCapabilities()
const = 0;

// TODO(129920): Refactor and move to capabilities.
virtual bool UpdateOffscreenLayerPixelFormat(PixelFormat format);

//----------------------------------------------------------------------------
/// @brief Returns the allocator used to create textures and buffers on
/// the device.
///
/// @return The resource allocator. Can never be `nullptr` for a valid
/// context.
///
virtual std::shared_ptr<Allocator> GetResourceAllocator() const = 0;

//----------------------------------------------------------------------------
/// @brief Returns the library of shaders used to specify the
/// programmable stages of a pipeline.
///
/// @return The shader library. Can never be `nullptr` for a valid
/// context.
///
virtual std::shared_ptr<ShaderLibrary> GetShaderLibrary() const = 0;

//----------------------------------------------------------------------------
/// @brief Returns the library of combined image samplers used in
/// shaders.
///
/// @return The sampler library. Can never be `nullptr` for a valid
/// context.
///
virtual std::shared_ptr<SamplerLibrary> GetSamplerLibrary() const = 0;

//----------------------------------------------------------------------------
/// @brief Returns the library of pipelines used by render or compute
/// commands.
///
/// @return The pipeline library. Can never be `nullptr` for a valid
/// context.
///
virtual std::shared_ptr<PipelineLibrary> GetPipelineLibrary() const = 0;

//----------------------------------------------------------------------------
/// @brief Create a new command buffer. Command buffers can be used to
/// encode graphics, blit, or compute commands to be submitted to
/// the device.
///
/// A command buffer can only be used on a single thread.
/// Multi-threaded render, blit, or compute passes must create a
/// new command buffer on each thread.
///
/// @return A new command buffer.
///
virtual std::shared_ptr<CommandBuffer> CreateCommandBuffer() const = 0;

/// @brief Force all pending async work to finish by deleting any owned
/// concurrent message loops.
//----------------------------------------------------------------------------
/// @brief Force all pending asynchronous work to finish. This is
/// achieved by deleting all owned concurrent message loops.
///
virtual void Shutdown() = 0;

protected:
Expand Down