// 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/SubresourceStorage.h" #include "dawn_native/dawn_platform.h" #include #include namespace dawn_native { // This file declares various "ResourceUsage" structures. They are produced by the frontend // while recording commands to be used for later validation and also some operations in the // backends. The are produced by the "Encoder" objects that finalize them on "EndPass" or // "Finish". Internally the "Encoder" may use the "StateTracker" to create them. class BufferBase; class QuerySetBase; class TextureBase; // The texture usage inside passes must be tracked per-subresource. using TextureSubresourceUsage = SubresourceStorage; // Which resources are used by a synchronization scope 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 SyncScopeResourceUsage { std::vector buffers; std::vector bufferUsages; std::vector textures; std::vector textureUsages; std::vector externalTextures; }; // Contains all the resource usage data for a compute pass. // // Essentially a list of SyncScopeResourceUsage, one per Dispatch as required by the WebGPU // specification. ComputePassResourceUsage also stores nline the set of all buffers and // textures used, because some unused BindGroups may not be used at all in synchronization // scope but their resources still need to be validated on Queue::Submit. struct ComputePassResourceUsage { // Somehow without this defaulted constructor, MSVC or its STDlib have an issue where they // use the copy constructor (that's deleted) when doing operations on a // vector ComputePassResourceUsage(ComputePassResourceUsage&&) = default; ComputePassResourceUsage() = default; std::vector dispatchUsages; // All the resources referenced by this compute pass for validation in Queue::Submit. std::set referencedBuffers; std::set referencedTextures; std::set referencedExternalTextures; }; // Contains all the resource usage data for a render pass. // // In the WebGPU specification render passes are synchronization scopes but we also need to // track additional data. It is stored for render passes used by a CommandBuffer, but also in // RenderBundle so they can be merged into the render passes' usage on ExecuteBundles(). struct RenderPassResourceUsage : public SyncScopeResourceUsage { // Storage to track the occlusion queries used during the pass. std::vector querySets; std::vector> queryAvailabilities; }; using RenderPassUsages = std::vector; using ComputePassUsages = std::vector; // Contains a hierarchy of "ResourceUsage" that mirrors the hierarchy of the CommandBuffer and // is used for validation and to produce barriers and lazy clears in the backends. struct CommandBufferResourceUsage { RenderPassUsages renderPasses; ComputePassUsages computePasses; // Resources used in commands that aren't in a pass. std::set topLevelBuffers; std::set topLevelTextures; std::set usedQuerySets; }; } // namespace dawn_native #endif // DAWNNATIVE_PASSRESOURCEUSAGE_H