56 lines
1.9 KiB
C++
56 lines
1.9 KiB
C++
// Copyright 2021 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_SCRATCHBUFFER_H_
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#define DAWNNATIVE_SCRATCHBUFFER_H_
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#include "common/RefCounted.h"
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#include "dawn_native/Buffer.h"
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#include <cstdint>
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namespace dawn_native {
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class DeviceBase;
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// A ScratchBuffer is a lazily allocated and lazily grown GPU buffer for intermittent use by
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// commands in the GPU queue. Note that scratch buffers are not zero-initialized, so users must
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// be careful not to exposed uninitialized bytes to client shaders.
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class ScratchBuffer {
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public:
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// Note that this object does not retain a reference to `device`, so `device` MUST outlive
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// this object.
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ScratchBuffer(DeviceBase* device, wgpu::BufferUsage usage);
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~ScratchBuffer();
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// Resets this ScratchBuffer, guaranteeing that the next EnsureCapacity call allocates a
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// fresh buffer.
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void Reset();
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// Ensures that this ScratchBuffer is backed by a buffer on `device` with at least
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// `capacity` bytes of storage.
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MaybeError EnsureCapacity(uint64_t capacity);
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BufferBase* GetBuffer() const;
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private:
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DeviceBase* const mDevice;
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const wgpu::BufferUsage mUsage;
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Ref<BufferBase> mBuffer;
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};
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} // namespace dawn_native
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#endif // DAWNNATIVE_SCRATCHBUFFER_H_
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