dawn-cmake/src/dawn/native/vulkan/CommandRecordingContext.h
jchen10 61d6d21091 Byte counting WriteBuffer/Texture to submit
Only tag to submit when the total size is larger than the threshold,
so that we can make as few submits as possible meanwhile avoiding OOM.

Bug: chromium:1258986
Change-Id: I7190e1bb942bfaffc5cd424ce4743173735b25e3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/106418
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
2022-11-03 09:58:59 +00:00

57 lines
2.2 KiB
C++

// Copyright 2019 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 SRC_DAWN_NATIVE_VULKAN_COMMANDRECORDINGCONTEXT_H_
#define SRC_DAWN_NATIVE_VULKAN_COMMANDRECORDINGCONTEXT_H_
#include <set>
#include <vector>
#include "dawn/common/vulkan_platform.h"
#include "dawn/native/vulkan/BufferVk.h"
namespace dawn::native::vulkan {
class Texture;
// Used to track operations that are handled after recording.
// Currently only tracks semaphores, but may be used to do barrier coalescing in the future.
struct CommandRecordingContext {
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
std::vector<VkSemaphore> waitSemaphores = {};
// The internal buffers used in the workaround of texture-to-texture copies with compressed
// formats.
std::vector<Ref<Buffer>> tempBuffers;
// External textures that will be eagerly transitioned just before VkSubmit. The textures are
// kept alive by the CommandBuffer so they don't need to be Ref-ed.
std::set<Texture*> externalTexturesForEagerTransition;
// For Device state tracking only.
VkCommandPool commandPool = VK_NULL_HANDLE;
bool needsSubmit = false;
bool used = false;
// In some cases command buffer will need to be split to accomodate driver bug workarounds.
// See the VulkanSplitCommandBufferOnDepthStencilComputeSampleAfterRenderPass toggle as an
// example. This tracks the list of all command buffers used for this recording context,
// with commandBuffer always being the last element.
std::vector<VkCommandBuffer> commandBufferList;
std::vector<VkCommandPool> commandPoolList;
};
} // namespace dawn::native::vulkan
#endif // SRC_DAWN_NATIVE_VULKAN_COMMANDRECORDINGCONTEXT_H_