// Copyright 2021 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef DAWNNATIVE_SCRATCHBUFFER_H_ #define DAWNNATIVE_SCRATCHBUFFER_H_ #include "common/RefCounted.h" #include "dawn_native/Buffer.h" #include namespace dawn_native { class DeviceBase; // A ScratchBuffer is a lazily allocated and lazily grown GPU buffer for intermittent use by // commands in the GPU queue. Note that scratch buffers are not zero-initialized, so users must // be careful not to exposed uninitialized bytes to client shaders. class ScratchBuffer { public: // Note that this object does not retain a reference to `device`, so `device` MUST outlive // this object. ScratchBuffer(DeviceBase* device, wgpu::BufferUsage usage); ~ScratchBuffer(); // Resets this ScratchBuffer, guaranteeing that the next EnsureCapacity call allocates a // fresh buffer. void Reset(); // Ensures that this ScratchBuffer is backed by a buffer on `device` with at least // `capacity` bytes of storage. MaybeError EnsureCapacity(uint64_t capacity); BufferBase* GetBuffer() const; private: DeviceBase* const mDevice; const wgpu::BufferUsage mUsage; Ref mBuffer; }; } // namespace dawn_native #endif // DAWNNATIVE_SCRATCHBUFFER_H_