CommandBufferResourceUsage: track render and compute separately.
This change is a preparation for making the compute pass track the synchronization scope usages per dispatch instead of for the whole pass. - Split the tracking of render and compute passes usages. - Rename PassTextureUsage to TextureSubresourceUsage since is it not per-pass - Add SyncScopeResourceUsage as a subclass of PassResourceUsage to start modifying some of the code to work with synchronization scopes (even if syncscope == pass at the moment). There are no functional changes. Bug: dawn:632 Change-Id: Ieeb6d70a44dc1c726f26989eebcd87e63e732785 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/49883 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
parent
c63ac30826
commit
2dd2d67dbc
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@ -133,8 +133,7 @@ namespace dawn_native {
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mUsage(descriptor->usage),
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mState(BufferState::Unmapped) {
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// Add readonly storage usage if the buffer has a storage usage. The validation rules in
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// ValidatePassResourceUsage will make sure we don't use both at the same
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// time.
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// ValidateSyncScopeResourceUsage will make sure we don't use both at the same time.
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if (mUsage & wgpu::BufferUsage::Storage) {
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mUsage |= kReadOnlyStorageBuffer;
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}
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@ -470,9 +470,9 @@ namespace dawn_native {
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}
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CommandBufferResourceUsage CommandEncoder::AcquireResourceUsages() {
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return CommandBufferResourceUsage{mEncodingContext.AcquirePassUsages(),
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std::move(mTopLevelBuffers), std::move(mTopLevelTextures),
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std::move(mUsedQuerySets)};
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return CommandBufferResourceUsage{
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mEncodingContext.AcquireRenderPassUsages(), mEncodingContext.AcquireComputePassUsages(),
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std::move(mTopLevelBuffers), std::move(mTopLevelTextures), std::move(mUsedQuerySets)};
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}
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CommandIterator CommandEncoder::AcquireCommands() {
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@ -936,21 +936,21 @@ namespace dawn_native {
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DAWN_TRY(device->ValidateIsAlive());
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if (device->IsValidationEnabled()) {
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DAWN_TRY(
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ValidateFinish(mEncodingContext.GetIterator(), mEncodingContext.GetPassUsages()));
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DAWN_TRY(ValidateFinish());
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}
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return device->CreateCommandBuffer(this, descriptor);
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}
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// Implementation of the command buffer validation that can be precomputed before submit
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MaybeError CommandEncoder::ValidateFinish(CommandIterator* commands,
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const PerPassUsages& perPassUsages) const {
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MaybeError CommandEncoder::ValidateFinish() const {
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TRACE_EVENT0(GetDevice()->GetPlatform(), Validation, "CommandEncoder::ValidateFinish");
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DAWN_TRY(GetDevice()->ValidateObject(this));
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for (const PassResourceUsage& passUsage : perPassUsages) {
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DAWN_TRY(ValidatePassResourceUsage(passUsage));
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for (const PassResourceUsage& passUsage : mEncodingContext.GetRenderPassUsages()) {
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DAWN_TRY(ValidateSyncScopeResourceUsage(passUsage));
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}
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// TODO(dawn:632): The synchronization scopes of compute passes should be validated here
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// once they are tracked per-dispatch.
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if (mDebugGroupStackSize != 0) {
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return DAWN_VALIDATION_ERROR("Each Push must be balanced by a corresponding Pop.");
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@ -73,8 +73,7 @@ namespace dawn_native {
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ResultOrError<Ref<CommandBufferBase>> FinishInternal(
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const CommandBufferDescriptor* descriptor);
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MaybeError ValidateFinish(CommandIterator* commands,
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const PerPassUsages& perPassUsages) const;
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MaybeError ValidateFinish() const;
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EncodingContext mEncodingContext;
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std::set<BufferBase*> mTopLevelBuffers;
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@ -28,20 +28,10 @@
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namespace dawn_native {
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// Performs the per-pass usage validation checks
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// This will eventually need to differentiate between render and compute passes.
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// It will be valid to use a buffer both as uniform and storage in the same compute pass.
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// TODO(yunchao.he@intel.com): add read/write usage tracking for compute
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MaybeError ValidatePassResourceUsage(const PassResourceUsage& pass) {
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// TODO(cwallez@chromium.org): Remove this special casing once the PassResourceUsage is a
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// SyncScopeResourceUsage.
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if (pass.passType != PassType::Render) {
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return {};
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}
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// Performs validation of the "synchronization scope" rules of WebGPU.
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MaybeError ValidateSyncScopeResourceUsage(const SyncScopeResourceUsage& scope) {
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// Buffers can only be used as single-write or multiple read.
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for (size_t i = 0; i < pass.buffers.size(); ++i) {
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wgpu::BufferUsage usage = pass.bufferUsages[i];
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for (wgpu::BufferUsage usage : scope.bufferUsages) {
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bool readOnly = IsSubset(usage, kReadOnlyBufferUsages);
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bool singleUse = wgpu::HasZeroOrOneBits(usage);
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@ -53,7 +43,7 @@ namespace dawn_native {
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// Check that every single subresource is used as either a single-write usage or a
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// combination of readonly usages.
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for (const PassTextureUsage& textureUsage : pass.textureUsages) {
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for (const TextureSubresourceUsage& textureUsage : scope.textureUsages) {
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MaybeError error = {};
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textureUsage.Iterate([&](const SubresourceRange&, const wgpu::TextureUsage& usage) {
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bool readOnly = IsSubset(usage, kReadOnlyTextureUsages);
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@ -24,10 +24,10 @@
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namespace dawn_native {
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class QuerySetBase;
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struct PassResourceUsage;
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struct SyncScopeResourceUsage;
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struct TexelBlockInfo;
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MaybeError ValidatePassResourceUsage(const PassResourceUsage& usage);
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MaybeError ValidateSyncScopeResourceUsage(const SyncScopeResourceUsage& usage);
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MaybeError ValidateTimestampQuery(QuerySetBase* querySet, uint32_t queryIndex);
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@ -55,7 +55,8 @@ namespace dawn_native {
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return {};
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})) {
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mEncodingContext->ExitPass(this, mUsageTracker.AcquireResourceUsage());
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mEncodingContext->ExitPass(this, mUsageTracker.AcquireResourceUsage(),
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PassType::Compute);
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}
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}
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@ -76,25 +76,43 @@ namespace dawn_native {
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mCurrentEncoder = passEncoder;
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}
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void EncodingContext::ExitPass(const ObjectBase* passEncoder, PassResourceUsage passUsage) {
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void EncodingContext::ExitPass(const ObjectBase* passEncoder,
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PassResourceUsage passUsage,
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PassType type) {
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// Assert we're not at the top level.
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ASSERT(mCurrentEncoder != mTopLevelEncoder);
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// Assert the pass encoder is current.
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ASSERT(mCurrentEncoder == passEncoder);
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mCurrentEncoder = mTopLevelEncoder;
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mPassUsages.push_back(std::move(passUsage));
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if (type == PassType::Render) {
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mRenderPassUsages.push_back(std::move(passUsage));
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} else {
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mComputePassUsages.push_back(std::move(passUsage));
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}
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}
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const PerPassUsages& EncodingContext::GetPassUsages() const {
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ASSERT(!mWerePassUsagesAcquired);
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return mPassUsages;
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const RenderPassUsages& EncodingContext::GetRenderPassUsages() const {
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ASSERT(!mWereRenderPassUsagesAcquired);
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return mRenderPassUsages;
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}
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PerPassUsages EncodingContext::AcquirePassUsages() {
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ASSERT(!mWerePassUsagesAcquired);
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mWerePassUsagesAcquired = true;
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return std::move(mPassUsages);
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RenderPassUsages EncodingContext::AcquireRenderPassUsages() {
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ASSERT(!mWereRenderPassUsagesAcquired);
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mWereRenderPassUsagesAcquired = true;
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return std::move(mRenderPassUsages);
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}
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const ComputePassUsages& EncodingContext::GetComputePassUsages() const {
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ASSERT(!mWereComputePassUsagesAcquired);
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return mComputePassUsages;
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}
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ComputePassUsages EncodingContext::AcquireComputePassUsages() {
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ASSERT(!mWereComputePassUsagesAcquired);
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mWereComputePassUsagesAcquired = true;
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return std::move(mComputePassUsages);
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}
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MaybeError EncodingContext::Finish() {
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@ -79,11 +79,13 @@ namespace dawn_native {
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// Functions to set current encoder state
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void EnterPass(const ObjectBase* passEncoder);
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void ExitPass(const ObjectBase* passEncoder, PassResourceUsage passUsages);
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void ExitPass(const ObjectBase* passEncoder, PassResourceUsage passUsages, PassType type);
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MaybeError Finish();
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const PerPassUsages& GetPassUsages() const;
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PerPassUsages AcquirePassUsages();
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const RenderPassUsages& GetRenderPassUsages() const;
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const ComputePassUsages& GetComputePassUsages() const;
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RenderPassUsages AcquireRenderPassUsages();
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ComputePassUsages AcquireComputePassUsages();
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private:
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bool IsFinished() const;
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@ -101,8 +103,10 @@ namespace dawn_native {
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// CommandEncoder::Begin/EndPass.
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const ObjectBase* mCurrentEncoder;
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PerPassUsages mPassUsages;
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bool mWerePassUsagesAcquired = false;
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RenderPassUsages mRenderPassUsages;
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bool mWereRenderPassUsagesAcquired = false;
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ComputePassUsages mComputePassUsages;
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bool mWereComputePassUsagesAcquired = false;
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CommandAllocator mAllocator;
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CommandIterator mIterator;
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@ -30,27 +30,31 @@ namespace dawn_native {
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enum class PassType { Render, Compute };
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// The texture usage inside passes must be tracked per-subresource.
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using PassTextureUsage = SubresourceStorage<wgpu::TextureUsage>;
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using TextureSubresourceUsage = SubresourceStorage<wgpu::TextureUsage>;
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// Which resources are used by pass and how they are used. The command buffer validation
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// pre-computes this information so that backends with explicit barriers don't have to
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// re-compute it.
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struct PassResourceUsage {
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PassType passType;
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// Which resources are used by a synchronization scope and how they are used. The command
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// buffer validation pre-computes this information so that backends with explicit barriers
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// don't have to re-compute it.
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struct SyncScopeResourceUsage {
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std::vector<BufferBase*> buffers;
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std::vector<wgpu::BufferUsage> bufferUsages;
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std::vector<TextureBase*> textures;
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std::vector<PassTextureUsage> textureUsages;
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std::vector<TextureSubresourceUsage> textureUsages;
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};
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// Additional data tracked per-pass.
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struct PassResourceUsage : public SyncScopeResourceUsage {
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std::vector<QuerySetBase*> querySets;
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std::vector<std::vector<bool>> queryAvailabilities;
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};
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using PerPassUsages = std::vector<PassResourceUsage>;
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using RenderPassUsages = std::vector<PassResourceUsage>;
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using ComputePassUsages = std::vector<PassResourceUsage>;
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struct CommandBufferResourceUsage {
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PerPassUsages perPass;
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RenderPassUsages renderPasses;
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ComputePassUsages computePasses;
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std::set<BufferBase*> topLevelBuffers;
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std::set<TextureBase*> topLevelTextures;
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std::set<QuerySetBase*> usedQuerySets;
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TextureBase* texture = view->GetTexture();
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const SubresourceRange& range = view->GetSubresourceRange();
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// Get or create a new PassTextureUsage for that texture (initially filled with
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// Get or create a new TextureSubresourceUsage for that texture (initially filled with
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// wgpu::TextureUsage::None)
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auto it = mTextureUsages.emplace(
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std::piecewise_construct, std::forward_as_tuple(texture),
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std::forward_as_tuple(texture->GetFormat().aspects, texture->GetArrayLayers(),
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texture->GetNumMipLevels(), wgpu::TextureUsage::None));
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PassTextureUsage& textureUsage = it.first->second;
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TextureSubresourceUsage& textureUsage = it.first->second;
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textureUsage.Update(range,
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[usage](const SubresourceRange&, wgpu::TextureUsage* storedUsage) {
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}
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void PassResourceUsageTracker::AddTextureUsage(TextureBase* texture,
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const PassTextureUsage& textureUsage) {
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// Get or create a new PassTextureUsage for that texture (initially filled with
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const TextureSubresourceUsage& textureUsage) {
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// Get or create a new TextureSubresourceUsage for that texture (initially filled with
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// wgpu::TextureUsage::None)
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auto it = mTextureUsages.emplace(
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std::piecewise_construct, std::forward_as_tuple(texture),
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std::forward_as_tuple(texture->GetFormat().aspects, texture->GetArrayLayers(),
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texture->GetNumMipLevels(), wgpu::TextureUsage::None));
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PassTextureUsage* passTextureUsage = &it.first->second;
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TextureSubresourceUsage* passTextureUsage = &it.first->second;
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passTextureUsage->Merge(
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textureUsage, [](const SubresourceRange&, wgpu::TextureUsage* storedUsage,
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@ -86,7 +86,6 @@ namespace dawn_native {
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// Returns the per-pass usage for use by backends for APIs with explicit barriers.
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PassResourceUsage PassResourceUsageTracker::AcquireResourceUsage() {
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PassResourceUsage result;
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result.passType = mPassType;
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result.buffers.reserve(mBufferUsages.size());
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result.bufferUsages.reserve(mBufferUsages.size());
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result.textures.reserve(mTextureUsages.size());
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@ -38,7 +38,7 @@ namespace dawn_native {
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PassResourceUsageTracker(PassType passType);
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void BufferUsedAs(BufferBase* buffer, wgpu::BufferUsage usage);
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void TextureViewUsedAs(TextureViewBase* texture, wgpu::TextureUsage usage);
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void AddTextureUsage(TextureBase* texture, const PassTextureUsage& textureUsage);
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void AddTextureUsage(TextureBase* texture, const TextureSubresourceUsage& textureUsage);
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void TrackQueryAvailability(QuerySetBase* querySet, uint32_t queryIndex);
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const QueryAvailabilityMap& GetQueryAvailabilityMap() const;
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@ -48,7 +48,7 @@ namespace dawn_native {
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private:
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PassType mPassType;
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std::map<BufferBase*, wgpu::BufferUsage> mBufferUsages;
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std::map<TextureBase*, PassTextureUsage> mTextureUsages;
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std::map<TextureBase*, TextureSubresourceUsage> mTextureUsages;
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// Dedicated to track the availability of the queries used on render pass. The same query
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// cannot be written twice in same render pass, so each render pass also need to have its
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// own query availability map for validation.
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@ -37,6 +37,18 @@ namespace dawn_native {
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namespace {
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MaybeError ValidateSyncScopeUsedInSubmit(const SyncScopeResourceUsage& scope) {
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for (const BufferBase* buffer : scope.buffers) {
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DAWN_TRY(buffer->ValidateCanUseOnQueueNow());
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}
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for (const TextureBase* texture : scope.textures) {
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DAWN_TRY(texture->ValidateCanUseInSubmitNow());
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}
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return {};
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}
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void CopyTextureData(uint8_t* dstPointer,
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const uint8_t* srcPointer,
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uint32_t depth,
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@ -410,13 +422,11 @@ namespace dawn_native {
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const CommandBufferResourceUsage& usages = commands[i]->GetResourceUsages();
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for (const PassResourceUsage& passUsages : usages.perPass) {
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for (const BufferBase* buffer : passUsages.buffers) {
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DAWN_TRY(buffer->ValidateCanUseOnQueueNow());
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}
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for (const TextureBase* texture : passUsages.textures) {
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DAWN_TRY(texture->ValidateCanUseInSubmitNow());
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}
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for (const SyncScopeResourceUsage& scope : usages.renderPasses) {
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DAWN_TRY(ValidateSyncScopeUsedInSubmit(scope));
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}
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for (const SyncScopeResourceUsage& scope : usages.computePasses) {
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DAWN_TRY(ValidateSyncScopeUsedInSubmit(scope));
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}
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for (const BufferBase* buffer : usages.topLevelBuffers) {
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@ -137,7 +137,7 @@ namespace dawn_native {
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const PassResourceUsage& usages) const {
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TRACE_EVENT0(GetDevice()->GetPlatform(), Validation, "RenderBundleEncoder::ValidateFinish");
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DAWN_TRY(GetDevice()->ValidateObject(this));
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DAWN_TRY(ValidatePassResourceUsage(usages));
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DAWN_TRY(ValidateSyncScopeResourceUsage(usages));
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return {};
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}
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@ -101,7 +101,8 @@ namespace dawn_native {
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allocator->Allocate<EndRenderPassCmd>(Command::EndRenderPass);
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return {};
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})) {
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mEncodingContext->ExitPass(this, mUsageTracker.AcquireResourceUsage());
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mEncodingContext->ExitPass(this, mUsageTracker.AcquireResourceUsage(),
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PassType::Render);
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}
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}
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@ -441,7 +441,7 @@ namespace dawn_native {
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mIsSubresourceContentInitializedAtIndex = std::vector<bool>(subresourceCount, false);
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// Add readonly storage usage if the texture has a storage usage. The validation rules in
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// ValidatePassResourceUsage will make sure we don't use both at the same time.
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// ValidateSyncScopeResourceUsage will make sure we don't use both at the same time.
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if (mUsage & wgpu::TextureUsage::Storage) {
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mUsage |= kReadOnlyStorageTexture;
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}
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@ -682,8 +682,8 @@ namespace dawn_native { namespace d3d12 {
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}
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};
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const std::vector<PassResourceUsage>& passResourceUsages = GetResourceUsages().perPass;
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uint32_t nextPassNumber = 0;
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size_t nextComputePassNumber = 0;
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size_t nextRenderPassNumber = 0;
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Command type;
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while (mCommands.NextCommandId(&type)) {
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@ -691,12 +691,12 @@ namespace dawn_native { namespace d3d12 {
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case Command::BeginComputePass: {
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mCommands.NextCommand<BeginComputePassCmd>();
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PrepareResourcesForComputePass(commandContext,
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passResourceUsages[nextPassNumber]);
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PrepareResourcesForComputePass(
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commandContext, GetResourceUsages().computePasses[nextComputePassNumber]);
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bindingTracker.SetInComputePass(true);
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DAWN_TRY(RecordComputePass(commandContext, &bindingTracker));
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nextPassNumber++;
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nextComputePassNumber++;
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break;
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}
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@ -705,14 +705,14 @@ namespace dawn_native { namespace d3d12 {
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mCommands.NextCommand<BeginRenderPassCmd>();
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const bool passHasUAV = PrepareResourcesForRenderPass(
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commandContext, passResourceUsages[nextPassNumber]);
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commandContext, GetResourceUsages().renderPasses[nextRenderPassNumber]);
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bindingTracker.SetInComputePass(false);
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LazyClearRenderPassAttachments(beginRenderPassCmd);
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DAWN_TRY(RecordRenderPass(commandContext, &bindingTracker, beginRenderPassCmd,
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passHasUAV));
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nextPassNumber++;
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nextRenderPassNumber++;
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break;
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}
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@ -776,7 +776,7 @@ namespace dawn_native { namespace d3d12 {
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void Texture::TrackUsageAndGetResourceBarrierForPass(
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CommandRecordingContext* commandContext,
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std::vector<D3D12_RESOURCE_BARRIER>* barriers,
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||||
const PassTextureUsage& textureUsages) {
|
||||
const TextureSubresourceUsage& textureUsages) {
|
||||
if (mResourceAllocation.GetInfo().mMethod != AllocationMethod::kExternal) {
|
||||
// Track the underlying heap to ensure residency.
|
||||
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
|
||||
|
|
|
@ -64,7 +64,7 @@ namespace dawn_native { namespace d3d12 {
|
|||
|
||||
void TrackUsageAndGetResourceBarrierForPass(CommandRecordingContext* commandContext,
|
||||
std::vector<D3D12_RESOURCE_BARRIER>* barrier,
|
||||
const PassTextureUsage& textureUsages);
|
||||
const TextureSubresourceUsage& textureUsages);
|
||||
void TransitionUsageAndGetResourceBarrier(CommandRecordingContext* commandContext,
|
||||
std::vector<D3D12_RESOURCE_BARRIER>* barrier,
|
||||
wgpu::TextureUsage usage,
|
||||
|
|
|
@ -551,25 +551,25 @@ namespace dawn_native { namespace metal {
|
|||
}
|
||||
|
||||
MaybeError CommandBuffer::FillCommands(CommandRecordingContext* commandContext) {
|
||||
const std::vector<PassResourceUsage>& passResourceUsages = GetResourceUsages().perPass;
|
||||
size_t nextPassNumber = 0;
|
||||
size_t nextComputePassNumber = 0;
|
||||
size_t nextRenderPassNumber = 0;
|
||||
|
||||
auto LazyClearForPass = [](const PassResourceUsage& usages,
|
||||
auto LazyClearForPass = [](const SyncScopeResourceUsage& scope,
|
||||
CommandRecordingContext* commandContext) {
|
||||
for (size_t i = 0; i < usages.textures.size(); ++i) {
|
||||
Texture* texture = ToBackend(usages.textures[i]);
|
||||
for (size_t i = 0; i < scope.textures.size(); ++i) {
|
||||
Texture* texture = ToBackend(scope.textures[i]);
|
||||
|
||||
// Clear subresources that are not render attachments. Render attachments will be
|
||||
// cleared in RecordBeginRenderPass by setting the loadop to clear when the texture
|
||||
// subresource has not been initialized before the render pass.
|
||||
usages.textureUsages[i].Iterate(
|
||||
scope.textureUsages[i].Iterate(
|
||||
[&](const SubresourceRange& range, wgpu::TextureUsage usage) {
|
||||
if (usage & ~wgpu::TextureUsage::RenderAttachment) {
|
||||
texture->EnsureSubresourceContentInitialized(range);
|
||||
}
|
||||
});
|
||||
}
|
||||
for (BufferBase* bufferBase : usages.buffers) {
|
||||
for (BufferBase* bufferBase : scope.buffers) {
|
||||
ToBackend(bufferBase)->EnsureDataInitialized(commandContext);
|
||||
}
|
||||
};
|
||||
|
@ -580,19 +580,21 @@ namespace dawn_native { namespace metal {
|
|||
case Command::BeginComputePass: {
|
||||
mCommands.NextCommand<BeginComputePassCmd>();
|
||||
|
||||
LazyClearForPass(passResourceUsages[nextPassNumber], commandContext);
|
||||
LazyClearForPass(GetResourceUsages().computePasses[nextComputePassNumber],
|
||||
commandContext);
|
||||
commandContext->EndBlit();
|
||||
|
||||
DAWN_TRY(EncodeComputePass(commandContext));
|
||||
|
||||
nextPassNumber++;
|
||||
nextComputePassNumber++;
|
||||
break;
|
||||
}
|
||||
|
||||
case Command::BeginRenderPass: {
|
||||
BeginRenderPassCmd* cmd = mCommands.NextCommand<BeginRenderPassCmd>();
|
||||
|
||||
LazyClearForPass(passResourceUsages[nextPassNumber], commandContext);
|
||||
LazyClearForPass(GetResourceUsages().renderPasses[nextRenderPassNumber],
|
||||
commandContext);
|
||||
commandContext->EndBlit();
|
||||
|
||||
LazyClearRenderPassAttachments(cmd);
|
||||
|
@ -600,7 +602,7 @@ namespace dawn_native { namespace metal {
|
|||
DAWN_TRY(EncodeRenderPass(commandContext, descriptor.Get(), cmd->width,
|
||||
cmd->height));
|
||||
|
||||
nextPassNumber++;
|
||||
nextRenderPassNumber++;
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
|
@ -536,14 +536,14 @@ namespace dawn_native { namespace opengl {
|
|||
MaybeError CommandBuffer::Execute() {
|
||||
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
|
||||
|
||||
auto TransitionForPass = [](const PassResourceUsage& usages) {
|
||||
for (size_t i = 0; i < usages.textures.size(); i++) {
|
||||
Texture* texture = ToBackend(usages.textures[i]);
|
||||
auto LazyClearForPass = [](const SyncScopeResourceUsage& scope) {
|
||||
for (size_t i = 0; i < scope.textures.size(); i++) {
|
||||
Texture* texture = ToBackend(scope.textures[i]);
|
||||
|
||||
// Clear subresources that are not render attachments. Render attachments will be
|
||||
// cleared in RecordBeginRenderPass by setting the loadop to clear when the texture
|
||||
// subresource has not been initialized before the render pass.
|
||||
usages.textureUsages[i].Iterate(
|
||||
scope.textureUsages[i].Iterate(
|
||||
[&](const SubresourceRange& range, wgpu::TextureUsage usage) {
|
||||
if (usage & ~wgpu::TextureUsage::RenderAttachment) {
|
||||
texture->EnsureSubresourceContentInitialized(range);
|
||||
|
@ -551,34 +551,33 @@ namespace dawn_native { namespace opengl {
|
|||
});
|
||||
}
|
||||
|
||||
for (BufferBase* bufferBase : usages.buffers) {
|
||||
for (BufferBase* bufferBase : scope.buffers) {
|
||||
ToBackend(bufferBase)->EnsureDataInitialized();
|
||||
}
|
||||
};
|
||||
|
||||
const std::vector<PassResourceUsage>& passResourceUsages = GetResourceUsages().perPass;
|
||||
uint32_t nextPassNumber = 0;
|
||||
size_t nextComputePassNumber = 0;
|
||||
size_t nextRenderPassNumber = 0;
|
||||
|
||||
Command type;
|
||||
while (mCommands.NextCommandId(&type)) {
|
||||
switch (type) {
|
||||
case Command::BeginComputePass: {
|
||||
mCommands.NextCommand<BeginComputePassCmd>();
|
||||
TransitionForPass(passResourceUsages[nextPassNumber]);
|
||||
LazyClearForPass(GetResourceUsages().computePasses[nextComputePassNumber]);
|
||||
DAWN_TRY(ExecuteComputePass());
|
||||
|
||||
nextPassNumber++;
|
||||
nextComputePassNumber++;
|
||||
break;
|
||||
}
|
||||
|
||||
case Command::BeginRenderPass: {
|
||||
auto* cmd = mCommands.NextCommand<BeginRenderPassCmd>();
|
||||
TransitionForPass(passResourceUsages[nextPassNumber]);
|
||||
|
||||
LazyClearForPass(GetResourceUsages().renderPasses[nextRenderPassNumber]);
|
||||
LazyClearRenderPassAttachments(cmd);
|
||||
DAWN_TRY(ExecuteRenderPass(cmd));
|
||||
|
||||
nextPassNumber++;
|
||||
nextRenderPassNumber++;
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
|
@ -596,8 +596,8 @@ namespace dawn_native { namespace vulkan {
|
|||
}
|
||||
};
|
||||
|
||||
const std::vector<PassResourceUsage>& passResourceUsages = GetResourceUsages().perPass;
|
||||
size_t nextPassNumber = 0;
|
||||
size_t nextComputePassNumber = 0;
|
||||
size_t nextRenderPassNumber = 0;
|
||||
|
||||
Command type;
|
||||
while (mCommands.NextCommandId(&type)) {
|
||||
|
@ -774,24 +774,26 @@ namespace dawn_native { namespace vulkan {
|
|||
case Command::BeginRenderPass: {
|
||||
BeginRenderPassCmd* cmd = mCommands.NextCommand<BeginRenderPassCmd>();
|
||||
|
||||
PrepareResourcesForRenderPass(device, recordingContext,
|
||||
passResourceUsages[nextPassNumber]);
|
||||
PrepareResourcesForRenderPass(
|
||||
device, recordingContext,
|
||||
GetResourceUsages().renderPasses[nextRenderPassNumber]);
|
||||
|
||||
LazyClearRenderPassAttachments(cmd);
|
||||
DAWN_TRY(RecordRenderPass(recordingContext, cmd));
|
||||
|
||||
nextPassNumber++;
|
||||
nextRenderPassNumber++;
|
||||
break;
|
||||
}
|
||||
|
||||
case Command::BeginComputePass: {
|
||||
mCommands.NextCommand<BeginComputePassCmd>();
|
||||
|
||||
PrepareResourcesForComputePass(device, recordingContext,
|
||||
passResourceUsages[nextPassNumber]);
|
||||
PrepareResourcesForComputePass(
|
||||
device, recordingContext,
|
||||
GetResourceUsages().computePasses[nextComputePassNumber]);
|
||||
DAWN_TRY(RecordComputePass(recordingContext));
|
||||
|
||||
nextPassNumber++;
|
||||
nextComputePassNumber++;
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
|
@ -863,7 +863,7 @@ namespace dawn_native { namespace vulkan {
|
|||
}
|
||||
|
||||
void Texture::TransitionUsageForPass(CommandRecordingContext* recordingContext,
|
||||
const PassTextureUsage& textureUsages,
|
||||
const TextureSubresourceUsage& textureUsages,
|
||||
std::vector<VkImageMemoryBarrier>* imageBarriers,
|
||||
VkPipelineStageFlags* srcStages,
|
||||
VkPipelineStageFlags* dstStages) {
|
||||
|
|
|
@ -78,7 +78,7 @@ namespace dawn_native { namespace vulkan {
|
|||
VkPipelineStageFlags* srcStages,
|
||||
VkPipelineStageFlags* dstStages);
|
||||
void TransitionUsageForPass(CommandRecordingContext* recordingContext,
|
||||
const PassTextureUsage& textureUsages,
|
||||
const TextureSubresourceUsage& textureUsages,
|
||||
std::vector<VkImageMemoryBarrier>* imageBarriers,
|
||||
VkPipelineStageFlags* srcStages,
|
||||
VkPipelineStageFlags* dstStages);
|
||||
|
|
Loading…
Reference in New Issue