dawn-cmake/src/dawn_native/AttachmentState.h
Bryan Bernhart 24bf7a4fbb Pipeline caching: refactor object hashing
Dawn's object-based cache creates keys from memory
addresses. These keys cannot be used in a persistent
cache. This change modifies the keys to only
use hashes so they can be re-used for caching
pipelines.

BUG=dawn:549

Change-Id: Ica64d58ae6a3c6266435cfc3f776c820190f7895
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/30740
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
2020-12-03 18:42:13 +00:00

81 lines
3.1 KiB
C++

// Copyright 2019 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_ATTACHMENTSTATE_H_
#define DAWNNATIVE_ATTACHMENTSTATE_H_
#include "common/Constants.h"
#include "common/ityp_array.h"
#include "common/ityp_bitset.h"
#include "dawn_native/CachedObject.h"
#include "dawn_native/IntegerTypes.h"
#include "dawn_native/dawn_platform.h"
#include <array>
#include <bitset>
namespace dawn_native {
class DeviceBase;
// AttachmentStateBlueprint and AttachmentState are separated so the AttachmentState
// can be constructed by copying the blueprint state instead of traversing descriptors.
// Also, AttachmentStateBlueprint does not need a refcount like AttachmentState.
class AttachmentStateBlueprint {
public:
// Note: Descriptors must be validated before the AttachmentState is constructed.
explicit AttachmentStateBlueprint(const RenderBundleEncoderDescriptor* descriptor);
explicit AttachmentStateBlueprint(const RenderPipelineDescriptor* descriptor);
explicit AttachmentStateBlueprint(const RenderPassDescriptor* descriptor);
AttachmentStateBlueprint(const AttachmentStateBlueprint& rhs);
// Functors necessary for the unordered_set<AttachmentState*>-based cache.
struct HashFunc {
size_t operator()(const AttachmentStateBlueprint* attachmentState) const;
};
struct EqualityFunc {
bool operator()(const AttachmentStateBlueprint* a,
const AttachmentStateBlueprint* b) const;
};
protected:
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> mColorAttachmentsSet;
ityp::array<ColorAttachmentIndex, wgpu::TextureFormat, kMaxColorAttachments> mColorFormats;
// Default (texture format Undefined) indicates there is no depth stencil attachment.
wgpu::TextureFormat mDepthStencilFormat = wgpu::TextureFormat::Undefined;
uint32_t mSampleCount = 0;
};
class AttachmentState final : public AttachmentStateBlueprint, public CachedObject {
public:
AttachmentState(DeviceBase* device, const AttachmentStateBlueprint& blueprint);
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> GetColorAttachmentsMask() const;
wgpu::TextureFormat GetColorAttachmentFormat(ColorAttachmentIndex index) const;
bool HasDepthStencilAttachment() const;
wgpu::TextureFormat GetDepthStencilFormat() const;
uint32_t GetSampleCount() const;
size_t ComputeContentHash() override;
private:
~AttachmentState() override;
};
} // namespace dawn_native
#endif // DAWNNATIVE_ATTACHMENTSTATE_H_