101 lines
4.3 KiB
C++
101 lines
4.3 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_PASSRESOURCEUSAGE_H
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#define DAWNNATIVE_PASSRESOURCEUSAGE_H
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#include "dawn_native/SubresourceStorage.h"
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#include "dawn_native/dawn_platform.h"
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#include <set>
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#include <vector>
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namespace dawn_native {
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// This file declares various "ResourceUsage" structures. They are produced by the frontend
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// while recording commands to be used for later validation and also some operations in the
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// backends. The are produced by the "Encoder" objects that finalize them on "EndPass" or
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// "Finish". Internally the "Encoder" may use the "StateTracker" to create them.
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class BufferBase;
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class QuerySetBase;
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class TextureBase;
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// The texture usage inside passes must be tracked per-subresource.
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using TextureSubresourceUsage = SubresourceStorage<wgpu::TextureUsage>;
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// Which resources are used by a synchronization scope and how they are used. The command
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// buffer validation pre-computes this information so that backends with explicit barriers
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// don't have to re-compute it.
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struct SyncScopeResourceUsage {
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std::vector<BufferBase*> buffers;
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std::vector<wgpu::BufferUsage> bufferUsages;
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std::vector<TextureBase*> textures;
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std::vector<TextureSubresourceUsage> textureUsages;
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std::vector<ExternalTextureBase*> externalTextures;
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};
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// Contains all the resource usage data for a compute pass.
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//
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// Essentially a list of SyncScopeResourceUsage, one per Dispatch as required by the WebGPU
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// specification. ComputePassResourceUsage also stores nline the set of all buffers and
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// textures used, because some unused BindGroups may not be used at all in synchronization
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// scope but their resources still need to be validated on Queue::Submit.
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struct ComputePassResourceUsage {
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// Somehow without this defaulted constructor, MSVC or its STDlib have an issue where they
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// use the copy constructor (that's deleted) when doing operations on a
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// vector<ComputePassResourceUsage>
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ComputePassResourceUsage(ComputePassResourceUsage&&) = default;
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ComputePassResourceUsage() = default;
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std::vector<SyncScopeResourceUsage> dispatchUsages;
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// All the resources referenced by this compute pass for validation in Queue::Submit.
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std::set<BufferBase*> referencedBuffers;
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std::set<TextureBase*> referencedTextures;
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std::set<ExternalTextureBase*> referencedExternalTextures;
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};
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// Contains all the resource usage data for a render pass.
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//
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// In the WebGPU specification render passes are synchronization scopes but we also need to
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// track additional data. It is stored for render passes used by a CommandBuffer, but also in
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// RenderBundle so they can be merged into the render passes' usage on ExecuteBundles().
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struct RenderPassResourceUsage : public SyncScopeResourceUsage {
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// Storage to track the occlusion queries used during the pass.
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std::vector<QuerySetBase*> querySets;
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std::vector<std::vector<bool>> queryAvailabilities;
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};
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using RenderPassUsages = std::vector<RenderPassResourceUsage>;
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using ComputePassUsages = std::vector<ComputePassResourceUsage>;
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// Contains a hierarchy of "ResourceUsage" that mirrors the hierarchy of the CommandBuffer and
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// is used for validation and to produce barriers and lazy clears in the backends.
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struct CommandBufferResourceUsage {
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RenderPassUsages renderPasses;
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ComputePassUsages computePasses;
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// Resources used in commands that aren't in a pass.
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std::set<BufferBase*> topLevelBuffers;
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std::set<TextureBase*> topLevelTextures;
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std::set<QuerySetBase*> usedQuerySets;
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};
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} // namespace dawn_native
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#endif // DAWNNATIVE_PASSRESOURCEUSAGE_H
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