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Also moves BindingNumber, BindGroupIndex, and BindingIndex to IntegerTypes.h. Future TypedIntegers should be declared here. Bug: dawn:442 Change-Id: I5ba8de3412fb48b7957b67e7c413a5097f8ec00f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/27880 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
95 lines
3.7 KiB
C++
95 lines
3.7 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_RENDERPASSCACHE_H_
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#define DAWNNATIVE_VULKAN_RENDERPASSCACHE_H_
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#include "common/Constants.h"
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#include "common/ityp_array.h"
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#include "common/ityp_bitset.h"
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#include "common/vulkan_platform.h"
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#include "dawn_native/Error.h"
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#include "dawn_native/IntegerTypes.h"
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#include "dawn_native/dawn_platform.h"
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#include <array>
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#include <bitset>
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#include <unordered_map>
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namespace dawn_native { namespace vulkan {
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class Device;
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// This is a key to query the RenderPassCache, it can be sparse meaning that only the
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// information for bits set in colorMask or hasDepthStencil need to be provided and the rest can
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// be uninintialized.
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struct RenderPassCacheQuery {
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// Use these helpers to build the query, they make sure all relevant data is initialized and
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// masks set.
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void SetColor(ColorAttachmentIndex index,
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wgpu::TextureFormat format,
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wgpu::LoadOp loadOp,
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bool hasResolveTarget);
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void SetDepthStencil(wgpu::TextureFormat format,
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wgpu::LoadOp depthLoadOp,
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wgpu::LoadOp stencilLoadOp);
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void SetSampleCount(uint32_t sampleCount);
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ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> colorMask;
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ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> resolveTargetMask;
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ityp::array<ColorAttachmentIndex, wgpu::TextureFormat, kMaxColorAttachments> colorFormats;
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ityp::array<ColorAttachmentIndex, wgpu::LoadOp, kMaxColorAttachments> colorLoadOp;
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bool hasDepthStencil = false;
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wgpu::TextureFormat depthStencilFormat;
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wgpu::LoadOp depthLoadOp;
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wgpu::LoadOp stencilLoadOp;
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uint32_t sampleCount;
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};
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// Caches VkRenderPasses so that we don't create duplicate ones for every RenderPipeline or
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// render pass. We always arrange the order of attachments in "color-depthstencil-resolve" order
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// when creating render pass and framebuffer so that we can always make sure the order of
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// attachments in the rendering pipeline matches the one of the framebuffer.
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// TODO(cwallez@chromium.org): Make it an LRU cache somehow?
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class RenderPassCache {
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public:
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RenderPassCache(Device* device);
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~RenderPassCache();
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ResultOrError<VkRenderPass> GetRenderPass(const RenderPassCacheQuery& query);
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private:
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// Does the actual VkRenderPass creation on a cache miss.
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ResultOrError<VkRenderPass> CreateRenderPassForQuery(
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const RenderPassCacheQuery& query) const;
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// Implements the functors necessary for to use RenderPassCacheQueries as unordered_map
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// keys.
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struct CacheFuncs {
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size_t operator()(const RenderPassCacheQuery& query) const;
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bool operator()(const RenderPassCacheQuery& a, const RenderPassCacheQuery& b) const;
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};
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using Cache =
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std::unordered_map<RenderPassCacheQuery, VkRenderPass, CacheFuncs, CacheFuncs>;
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Device* mDevice = nullptr;
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Cache mCache;
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};
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}} // namespace dawn_native::vulkan
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#endif // DAWNNATIVE_VULKAN_RENDERPASSCACHE_H_
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