dawn-cmake/src/dawn_native/PassResourceUsage.h
Yunchao He 23428ea82f Add validation code for texture subresource usage tracking
This patch also add validation tests for texture subresource tracking
for render pass. Resource usage tracking for compute is per each
dispatch() call, I will add it in next patch.

BUG=dawn:157

Change-Id: I6c4b932e317d66521fa428311e727876d0adf4ea
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/17661
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-05-04 17:10:49 +00:00

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2.1 KiB
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// 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/dawn_platform.h"
#include <set>
#include <vector>
namespace dawn_native {
class BufferBase;
class TextureBase;
enum class PassType { Render, Compute };
// Describe the usage of the whole texture and its subresources.
// subresourceUsages vector is used to track every subresource's usage within a texture.
// usage variable is used the track the whole texture even though it can be deduced from
// subresources' usages. This is designed deliberately to track texture usage in a fast path.
struct PassTextureUsage {
wgpu::TextureUsage usage;
std::vector<wgpu::TextureUsage> subresourceUsages;
};
// Which resources are used by pass 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 PassResourceUsage {
PassType passType;
std::vector<BufferBase*> buffers;
std::vector<wgpu::BufferUsage> bufferUsages;
std::vector<TextureBase*> textures;
std::vector<PassTextureUsage> textureUsages;
};
using PerPassUsages = std::vector<PassResourceUsage>;
struct CommandBufferResourceUsage {
PerPassUsages perPass;
std::set<BufferBase*> topLevelBuffers;
std::set<TextureBase*> topLevelTextures;
};
} // namespace dawn_native
#endif // DAWNNATIVE_PASSRESOURCEUSAGE_H