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Add WriteTimestamp API on CommandEncoder, ComputePassEncoder and RenderPassEncoder. Bug: dawn:434 Change-Id: Ifeca4efed01d80459d6fefa22ba05bea699b541f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23244 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Hao Li <hao.x.li@intel.com>
78 lines
3.0 KiB
C++
78 lines
3.0 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/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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class BufferBase;
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class QuerySetBase;
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class TextureBase;
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enum class PassType { Render, Compute };
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// Describe the usage of the whole texture and its subresources.
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// - subresourceUsages vector is used to track every subresource's usage within a texture.
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//
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// - usage variable is used the track the whole texture even though it can be deduced from
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// subresources' usages. This is designed deliberately to track texture usage in a fast path
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// at frontend.
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//
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// - sameUsagesAcrossSubresources is used for optimization at backend. If the texture view
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// we are using covers all subresources, then the texture's usages of all subresources are
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// the same. Otherwise the texture's usages of all subresources are thought as different,
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// although we can deliberately design some particular cases in which we have a few texture
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// views and all of them have the same usages and they cover all subresources of the texture
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// altogether.
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// TODO(yunchao.he@intel.com): if sameUsagesAcrossSubresources is true, we don't need
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// the vector to record every single subresource's Usages. The texture usage is enough. And we
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// can decompress texture usage to a vector if necessary.
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struct PassTextureUsage {
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wgpu::TextureUsage usage = wgpu::TextureUsage::None;
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bool sameUsagesAcrossSubresources = true;
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std::vector<wgpu::TextureUsage> subresourceUsages;
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};
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// Which resources are used by pass and how they are used. The command buffer validation
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// pre-computes this information so that backends with explicit barriers don't have to
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// re-compute it.
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struct PassResourceUsage {
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PassType passType;
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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<PassTextureUsage> textureUsages;
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};
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using PerPassUsages = std::vector<PassResourceUsage>;
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struct CommandBufferResourceUsage {
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PerPassUsages perPass;
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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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