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// 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
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// See the License for the specific language governing permissions and
// limitations under the License.
#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( 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