| // 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/SubresourceStorage.h" |
| #include "dawn_native/dawn_platform.h" |
| |
| #include <set> |
| #include <vector> |
| |
| namespace dawn_native { |
| |
| // This file declares various "ResourceUsage" structures. They are produced by the frontend |
| // while recording commands to be used for later validation and also some operations in the |
| // backends. The are produced by the "Encoder" objects that finalize them on "EndPass" or |
| // "Finish". Internally the "Encoder" may use the "StateTracker" to create them. |
| |
| class BufferBase; |
| class QuerySetBase; |
| class TextureBase; |
| |
| // The texture usage inside passes must be tracked per-subresource. |
| using TextureSubresourceUsage = SubresourceStorage<wgpu::TextureUsage>; |
| |
| // Which resources are used by a synchronization scope 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 SyncScopeResourceUsage { |
| std::vector<BufferBase*> buffers; |
| std::vector<wgpu::BufferUsage> bufferUsages; |
| |
| std::vector<TextureBase*> textures; |
| std::vector<TextureSubresourceUsage> textureUsages; |
| }; |
| |
| // Contains all the resource usage data for a compute pass. |
| // |
| // Essentially a list of SyncScopeResourceUsage, one per Dispatch as required by the WebGPU |
| // specification. ComputePassResourceUsage also stores nline the set of all buffers and |
| // textures used, because some unused BindGroups may not be used at all in synchronization |
| // scope but their resources still need to be validated on Queue::Submit. |
| struct ComputePassResourceUsage { |
| // Somehow without this defaulted constructor, MSVC or its STDlib have an issue where they |
| // use the copy constructor (that's deleted) when doing operations on a |
| // vector<ComputePassResourceUsage> |
| ComputePassResourceUsage(ComputePassResourceUsage&&) = default; |
| ComputePassResourceUsage() = default; |
| |
| std::vector<SyncScopeResourceUsage> dispatchUsages; |
| |
| // All the resources referenced by this compute pass for validation in Queue::Submit. |
| std::set<BufferBase*> referencedBuffers; |
| std::set<TextureBase*> referencedTextures; |
| }; |
| |
| // Contains all the resource usage data for a render pass. |
| // |
| // In the WebGPU specification render passes are synchronization scopes but we also need to |
| // track additional data. It is stored for render passes used by a CommandBuffer, but also in |
| // RenderBundle so they can be merged into the render passes' usage on ExecuteBundles(). |
| struct RenderPassResourceUsage : public SyncScopeResourceUsage { |
| // Storage to track the occlusion queries used during the pass. |
| std::vector<QuerySetBase*> querySets; |
| std::vector<std::vector<bool>> queryAvailabilities; |
| }; |
| |
| using RenderPassUsages = std::vector<RenderPassResourceUsage>; |
| using ComputePassUsages = std::vector<ComputePassResourceUsage>; |
| |
| // Contains a hierarchy of "ResourceUsage" that mirrors the hierarchy of the CommandBuffer and |
| // is used for validation and to produce barriers and lazy clears in the backends. |
| struct CommandBufferResourceUsage { |
| RenderPassUsages renderPasses; |
| ComputePassUsages computePasses; |
| |
| // Resources used in commands that aren't in a pass. |
| std::set<BufferBase*> topLevelBuffers; |
| std::set<TextureBase*> topLevelTextures; |
| std::set<QuerySetBase*> usedQuerySets; |
| }; |
| |
| } // namespace dawn_native |
| |
| #endif // DAWNNATIVE_PASSRESOURCEUSAGE_H |