| // Copyright 2018 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 DAWNNATIVE_PASSRESOURCEUSAGE_H |
| #define DAWNNATIVE_PASSRESOURCEUSAGE_H |
| |
| #include "dawn_native/dawn_platform.h" |
| |
| #include <set> |
| #include <vector> |
| |
| namespace dawn_native { |
| |
| class BufferBase; |
| class TextureBase; |
| |
| enum class PassType { Render, Compute }; |
| |
| // Describe the usage of the whole texture and its subresources. |
| // - subresourceUsages vector is used to track every subresource's usage within a texture. |
| // |
| // - usage variable is used the track the whole texture even though it can be deduced from |
| // subresources' usages. This is designed deliberately to track texture usage in a fast path |
| // at frontend. |
| // |
| // - sameUsagesAcrossSubresources is used for optimization at backend. If the texture view |
| // we are using covers all subresources, then the texture's usages of all subresources are |
| // the same. Otherwise the texture's usages of all subresources are thought as different, |
| // although we can deliberately design some particular cases in which we have a few texture |
| // views and all of them have the same usages and they cover all subresources of the texture |
| // altogether. |
| |
| // TODO(yunchao.he@intel.com): if sameUsagesAcrossSubresources is true, we don't need |
| // the vector to record every single subresource's Usages. The texture usage is enough. And we |
| // can decompress texture usage to a vector if necessary. |
| struct PassTextureUsage { |
| wgpu::TextureUsage usage; |
| bool sameUsagesAcrossSubresources; |
| std::vector<wgpu::TextureUsage> subresourceUsages; |
| }; |
| |
| // Which resources are used by pass and how they are used. The command buffer validation |
| // pre-computes this information so that backends with explicit barriers don't have to |
| // re-compute it. |
| struct PassResourceUsage { |
| PassType passType; |
| std::vector<BufferBase*> buffers; |
| std::vector<wgpu::BufferUsage> bufferUsages; |
| |
| std::vector<TextureBase*> textures; |
| std::vector<PassTextureUsage> textureUsages; |
| }; |
| |
| using PerPassUsages = std::vector<PassResourceUsage>; |
| |
| struct CommandBufferResourceUsage { |
| PerPassUsages perPass; |
| std::set<BufferBase*> topLevelBuffers; |
| std::set<TextureBase*> topLevelTextures; |
| }; |
| |
| } // namespace dawn_native |
| |
| #endif // DAWNNATIVE_PASSRESOURCEUSAGE_H |