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This will prevent mixing it up with other serial types in the future. Bug: dawn:442 Change-Id: I74e964708acc62eb0f33127cc48f1b9a7b171d11 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28923 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Austin Eng <enga@chromium.org>
74 lines
2.9 KiB
C++
74 lines
2.9 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_BINDGROUPLAYOUTVK_H_
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#define DAWNNATIVE_VULKAN_BINDGROUPLAYOUTVK_H_
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#include "dawn_native/BindGroupLayout.h"
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#include "common/SlabAllocator.h"
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#include "common/vulkan_platform.h"
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#include <vector>
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namespace dawn_native { namespace vulkan {
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class BindGroup;
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struct DescriptorSetAllocation;
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class DescriptorSetAllocator;
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class Device;
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VkDescriptorType VulkanDescriptorType(wgpu::BindingType type, bool isDynamic);
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// In Vulkan descriptor pools have to be sized to an exact number of descriptors. This means
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// it's hard to have something where we can mix different types of descriptor sets because
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// we don't know if their vector of number of descriptors will be similar.
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//
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// That's why that in addition to containing the VkDescriptorSetLayout to create
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// VkDescriptorSets for its bindgroups, the layout also acts as an allocator for the descriptor
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// sets.
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//
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// The allocations is done with one pool per descriptor set, which is inefficient, but at least
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// the pools are reused when no longer used. Minimizing the number of descriptor pool allocation
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// is important because creating them can incur GPU memory allocation which is usually an
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// expensive syscall.
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class BindGroupLayout final : public BindGroupLayoutBase {
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public:
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static ResultOrError<BindGroupLayout*> Create(Device* device,
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const BindGroupLayoutDescriptor* descriptor);
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BindGroupLayout(DeviceBase* device, const BindGroupLayoutDescriptor* descriptor);
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VkDescriptorSetLayout GetHandle() const;
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ResultOrError<BindGroup*> AllocateBindGroup(Device* device,
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const BindGroupDescriptor* descriptor);
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void DeallocateBindGroup(BindGroup* bindGroup,
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DescriptorSetAllocation* descriptorSetAllocation);
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void FinishDeallocation(ExecutionSerial completedSerial);
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private:
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~BindGroupLayout() override;
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MaybeError Initialize();
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VkDescriptorSetLayout mHandle = VK_NULL_HANDLE;
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SlabAllocator<BindGroup> mBindGroupAllocator;
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std::unique_ptr<DescriptorSetAllocator> mDescriptorSetAllocator;
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};
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}} // namespace dawn_native::vulkan
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#endif // DAWNNATIVE_VULKAN_BINDGROUPLAYOUTVK_H_
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