// Copyright 2018 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_PASSRESOURCEUSAGE_H #define DAWNNATIVE_PASSRESOURCEUSAGE_H #include "dawn_native/dawn_platform.h" #include #include namespace dawn_native { class BufferBase; class QuerySetBase; class TextureBase; enum class PassType { Render, Compute }; // Describe the usage of the whole texture and its subresources. // - subresourceUsages vector is used to track every subresource's usage within a texture. // // - usage variable is used the track the whole texture even though it can be deduced from // subresources' usages. This is designed deliberately to track texture usage in a fast path // at frontend. // // - sameUsagesAcrossSubresources is used for optimization at backend. If the texture view // we are using covers all subresources, then the texture's usages of all subresources are // the same. Otherwise the texture's usages of all subresources are thought as different, // although we can deliberately design some particular cases in which we have a few texture // views and all of them have the same usages and they cover all subresources of the texture // altogether. // TODO(yunchao.he@intel.com): if sameUsagesAcrossSubresources is true, we don't need // the vector to record every single subresource's Usages. The texture usage is enough. And we // can decompress texture usage to a vector if necessary. struct PassTextureUsage { wgpu::TextureUsage usage = wgpu::TextureUsage::None; bool sameUsagesAcrossSubresources = true; std::vector subresourceUsages; }; // Which resources are used by pass and how they are used. The command buffer validation // pre-computes this information so that backends with explicit barriers don't have to // re-compute it. struct PassResourceUsage { PassType passType; std::vector buffers; std::vector bufferUsages; std::vector textures; std::vector textureUsages; }; using PerPassUsages = std::vector; struct CommandBufferResourceUsage { PerPassUsages perPass; std::set topLevelBuffers; std::set topLevelTextures; std::set usedQuerySets; }; } // namespace dawn_native #endif // DAWNNATIVE_PASSRESOURCEUSAGE_H