mirror of
https://github.com/encounter/dawn-cmake.git
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Returning the layouts from an export operation and then using them in a subsequent import operation allows the import to preserve the texture contents. This fixes Vukan image wrapping on some AMD/NVIDIA devices. Bug: dawn:200 Change-Id: Icbb6e759856d410bb69724b9f439bc3088756d19 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28380 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
208 lines
9.1 KiB
C++
208 lines
9.1 KiB
C++
// Copyright 2018 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef DAWNNATIVE_VULKAN_DEVICEVK_H_
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#define DAWNNATIVE_VULKAN_DEVICEVK_H_
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#include "dawn_native/dawn_platform.h"
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#include "common/Serial.h"
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#include "common/SerialQueue.h"
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#include "dawn_native/Commands.h"
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#include "dawn_native/Device.h"
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#include "dawn_native/vulkan/CommandRecordingContext.h"
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#include "dawn_native/vulkan/Forward.h"
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#include "dawn_native/vulkan/VulkanFunctions.h"
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#include "dawn_native/vulkan/VulkanInfo.h"
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#include "dawn_native/vulkan/external_memory/MemoryService.h"
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#include "dawn_native/vulkan/external_semaphore/SemaphoreService.h"
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#include <memory>
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#include <queue>
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namespace dawn_native { namespace vulkan {
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class Adapter;
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class BindGroupLayout;
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class BufferUploader;
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class FencedDeleter;
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class RenderPassCache;
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class ResourceMemoryAllocator;
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class Device : public DeviceBase {
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public:
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static ResultOrError<Device*> Create(Adapter* adapter, const DeviceDescriptor* descriptor);
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~Device() override;
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MaybeError Initialize();
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// Contains all the Vulkan entry points, vkDoFoo is called via device->fn.DoFoo.
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const VulkanFunctions fn;
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VkInstance GetVkInstance() const;
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const VulkanDeviceInfo& GetDeviceInfo() const;
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VkDevice GetVkDevice() const;
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uint32_t GetGraphicsQueueFamily() const;
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VkQueue GetQueue() const;
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BufferUploader* GetBufferUploader() const;
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FencedDeleter* GetFencedDeleter() const;
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RenderPassCache* GetRenderPassCache() const;
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CommandRecordingContext* GetPendingRecordingContext();
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MaybeError SubmitPendingCommands();
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void EnqueueDeferredDeallocation(BindGroupLayout* bindGroupLayout);
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// Dawn Native API
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TextureBase* CreateTextureWrappingVulkanImage(
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const ExternalImageDescriptorVk* descriptor,
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ExternalMemoryHandle memoryHandle,
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const std::vector<ExternalSemaphoreHandle>& waitHandles);
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bool SignalAndExportExternalTexture(Texture* texture,
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VkImageLayout desiredLayout,
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ExternalImageExportInfoVk* info,
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std::vector<ExternalSemaphoreHandle>* semaphoreHandle);
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// Dawn API
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CommandBufferBase* CreateCommandBuffer(CommandEncoder* encoder,
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const CommandBufferDescriptor* descriptor) override;
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MaybeError TickImpl() override;
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ResultOrError<std::unique_ptr<StagingBufferBase>> CreateStagingBuffer(size_t size) override;
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MaybeError CopyFromStagingToBuffer(StagingBufferBase* source,
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uint64_t sourceOffset,
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BufferBase* destination,
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uint64_t destinationOffset,
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uint64_t size) override;
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MaybeError CopyFromStagingToTexture(const StagingBufferBase* source,
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const TextureDataLayout& src,
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TextureCopy* dst,
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const Extent3D& copySizePixels) override;
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ResultOrError<ResourceMemoryAllocation> AllocateMemory(VkMemoryRequirements requirements,
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bool mappable);
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void DeallocateMemory(ResourceMemoryAllocation* allocation);
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int FindBestMemoryTypeIndex(VkMemoryRequirements requirements, bool mappable);
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ResourceMemoryAllocator* GetResourceMemoryAllocatorForTesting() const;
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// Return the fixed subgroup size to use for compute shaders on this device or 0 if none
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// needs to be set.
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uint32_t GetComputeSubgroupSize() const;
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uint32_t GetOptimalBytesPerRowAlignment() const override;
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uint64_t GetOptimalBufferToTextureCopyOffsetAlignment() const override;
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private:
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Device(Adapter* adapter, const DeviceDescriptor* descriptor);
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ResultOrError<BindGroupBase*> CreateBindGroupImpl(
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const BindGroupDescriptor* descriptor) override;
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ResultOrError<BindGroupLayoutBase*> CreateBindGroupLayoutImpl(
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const BindGroupLayoutDescriptor* descriptor) override;
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ResultOrError<Ref<BufferBase>> CreateBufferImpl(
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const BufferDescriptor* descriptor) override;
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ResultOrError<ComputePipelineBase*> CreateComputePipelineImpl(
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const ComputePipelineDescriptor* descriptor) override;
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ResultOrError<PipelineLayoutBase*> CreatePipelineLayoutImpl(
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const PipelineLayoutDescriptor* descriptor) override;
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ResultOrError<QuerySetBase*> CreateQuerySetImpl(
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const QuerySetDescriptor* descriptor) override;
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ResultOrError<RenderPipelineBase*> CreateRenderPipelineImpl(
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const RenderPipelineDescriptor* descriptor) override;
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ResultOrError<SamplerBase*> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
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ResultOrError<ShaderModuleBase*> CreateShaderModuleImpl(
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const ShaderModuleDescriptor* descriptor) override;
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ResultOrError<SwapChainBase*> CreateSwapChainImpl(
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const SwapChainDescriptor* descriptor) override;
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ResultOrError<NewSwapChainBase*> CreateSwapChainImpl(
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Surface* surface,
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NewSwapChainBase* previousSwapChain,
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const SwapChainDescriptor* descriptor) override;
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ResultOrError<Ref<TextureBase>> CreateTextureImpl(
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const TextureDescriptor* descriptor) override;
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ResultOrError<TextureViewBase*> CreateTextureViewImpl(
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TextureBase* texture,
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const TextureViewDescriptor* descriptor) override;
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ResultOrError<VulkanDeviceKnobs> CreateDevice(VkPhysicalDevice physicalDevice);
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void GatherQueueFromDevice();
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uint32_t FindComputeSubgroupSize() const;
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void InitTogglesFromDriver();
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void ApplyDepth24PlusS8Toggle();
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void ShutDownImpl() override;
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MaybeError WaitForIdleForDestruction() override;
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// To make it easier to use fn it is a public const member. However
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// the Device is allowed to mutate them through these private methods.
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VulkanFunctions* GetMutableFunctions();
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VulkanDeviceInfo mDeviceInfo = {};
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VkDevice mVkDevice = VK_NULL_HANDLE;
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uint32_t mQueueFamily = 0;
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VkQueue mQueue = VK_NULL_HANDLE;
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uint32_t mComputeSubgroupSize = 0;
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SerialQueue<Ref<BindGroupLayout>> mBindGroupLayoutsPendingDeallocation;
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std::unique_ptr<FencedDeleter> mDeleter;
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std::unique_ptr<ResourceMemoryAllocator> mResourceMemoryAllocator;
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std::unique_ptr<RenderPassCache> mRenderPassCache;
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std::unique_ptr<external_memory::Service> mExternalMemoryService;
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std::unique_ptr<external_semaphore::Service> mExternalSemaphoreService;
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ResultOrError<VkFence> GetUnusedFence();
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Serial CheckAndUpdateCompletedSerials() override;
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// We track which operations are in flight on the GPU with an increasing serial.
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// This works only because we have a single queue. Each submit to a queue is associated
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// to a serial and a fence, such that when the fence is "ready" we know the operations
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// have finished.
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std::queue<std::pair<VkFence, Serial>> mFencesInFlight;
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// Fences in the unused list aren't reset yet.
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std::vector<VkFence> mUnusedFences;
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MaybeError PrepareRecordingContext();
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void RecycleCompletedCommands();
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struct CommandPoolAndBuffer {
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VkCommandPool pool = VK_NULL_HANDLE;
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VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
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};
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SerialQueue<CommandPoolAndBuffer> mCommandsInFlight;
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// Command pools in the unused list haven't been reset yet.
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std::vector<CommandPoolAndBuffer> mUnusedCommands;
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// There is always a valid recording context stored in mRecordingContext
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CommandRecordingContext mRecordingContext;
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MaybeError ImportExternalImage(const ExternalImageDescriptorVk* descriptor,
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ExternalMemoryHandle memoryHandle,
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VkImage image,
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const std::vector<ExternalSemaphoreHandle>& waitHandles,
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VkSemaphore* outSignalSemaphore,
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VkDeviceMemory* outAllocation,
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std::vector<VkSemaphore>* outWaitSemaphores);
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};
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}} // namespace dawn_native::vulkan
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#endif // DAWNNATIVE_VULKAN_DEVICEVK_H_
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