| // Copyright 2018 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #ifndef SRC_DAWN_NATIVE_VULKAN_RENDERPASSCACHE_H_ |
| #define SRC_DAWN_NATIVE_VULKAN_RENDERPASSCACHE_H_ |
| |
| #include <array> |
| #include <bitset> |
| #include <mutex> |
| |
| #include "absl/container/flat_hash_map.h" |
| #include "dawn/common/Constants.h" |
| #include "dawn/common/ityp_array.h" |
| #include "dawn/common/ityp_bitset.h" |
| #include "dawn/common/vulkan_platform.h" |
| #include "dawn/native/Error.h" |
| #include "dawn/native/IntegerTypes.h" |
| #include "dawn/native/dawn_platform.h" |
| #include "partition_alloc/pointers/raw_ptr.h" |
| |
| namespace dawn::native::vulkan { |
| |
| class Device; |
| |
| // This is a key to query the RenderPassCache, it can be sparse meaning that only the |
| // information for bits set in colorMask or hasDepthStencil need to be provided and the rest can |
| // be uninintialized. |
| struct RenderPassCacheQuery { |
| // Use these helpers to build the query, they make sure all relevant data is initialized and |
| // masks set. |
| void SetColor(ColorAttachmentIndex index, |
| wgpu::TextureFormat format, |
| wgpu::LoadOp loadOp, |
| wgpu::StoreOp storeOp, |
| bool hasResolveTarget); |
| void SetDepthStencil(wgpu::TextureFormat format, |
| wgpu::LoadOp depthLoadOp, |
| wgpu::StoreOp depthStoreOp, |
| bool depthReadOnly, |
| wgpu::LoadOp stencilLoadOp, |
| wgpu::StoreOp stencilStoreOp, |
| bool stencilRendOnly); |
| void SetSampleCount(uint32_t sampleCount); |
| |
| ColorAttachmentMask colorMask; |
| ColorAttachmentMask resolveTargetMask; |
| PerColorAttachment<wgpu::TextureFormat> colorFormats; |
| PerColorAttachment<wgpu::LoadOp> colorLoadOp; |
| PerColorAttachment<wgpu::StoreOp> colorStoreOp; |
| |
| bool hasDepthStencil = false; |
| wgpu::TextureFormat depthStencilFormat; |
| wgpu::LoadOp depthLoadOp; |
| wgpu::StoreOp depthStoreOp; |
| bool depthReadOnly; |
| wgpu::LoadOp stencilLoadOp; |
| wgpu::StoreOp stencilStoreOp; |
| bool stencilReadOnly; |
| |
| uint32_t sampleCount; |
| }; |
| |
| // Caches VkRenderPasses so that we don't create duplicate ones for every RenderPipeline or |
| // render pass. We always arrange the order of attachments in "color-depthstencil-resolve" order |
| // when creating render pass and framebuffer so that we can always make sure the order of |
| // attachments in the rendering pipeline matches the one of the framebuffer. |
| // All the operations on RenderPassCache are guaranteed to be thread-safe. |
| // TODO(cwallez@chromium.org): Make it an LRU cache somehow? |
| class RenderPassCache { |
| public: |
| explicit RenderPassCache(Device* device); |
| ~RenderPassCache(); |
| |
| ResultOrError<VkRenderPass> GetRenderPass(const RenderPassCacheQuery& query); |
| |
| private: |
| // Does the actual VkRenderPass creation on a cache miss. |
| ResultOrError<VkRenderPass> CreateRenderPassForQuery(const RenderPassCacheQuery& query) const; |
| |
| // Implements the functors necessary for to use RenderPassCacheQueries as absl::flat_hash_map |
| // keys. |
| struct CacheFuncs { |
| size_t operator()(const RenderPassCacheQuery& query) const; |
| bool operator()(const RenderPassCacheQuery& a, const RenderPassCacheQuery& b) const; |
| }; |
| using Cache = absl::flat_hash_map<RenderPassCacheQuery, VkRenderPass, CacheFuncs, CacheFuncs>; |
| |
| raw_ptr<Device> mDevice = nullptr; |
| |
| std::mutex mMutex; |
| Cache mCache; |
| }; |
| |
| } // namespace dawn::native::vulkan |
| |
| #endif // SRC_DAWN_NATIVE_VULKAN_RENDERPASSCACHE_H_ |