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// 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
// 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 <set>
#include <vector>
#include "dawn/common/vulkan_platform.h"
#include "dawn/native/vulkan/BufferVk.h"
#include "dawn/native/vulkan/VulkanFunctions.h"
namespace dawn::native::vulkan {
class Texture;
// Wrapping class that currently associates a command buffer to it's corresponding pool.
// TODO(dawn:1601) Revisit this structure since it is where the 1:1 mapping is implied.
// Also consider reusing this in CommandRecordingContext below instead of
// flattening the pool and command buffer again.
struct CommandPoolAndBuffer {
VkCommandPool pool = VK_NULL_HANDLE;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
// 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 = {};
std::vector<VkSemaphore> signalSemaphores = {};
// 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;
// Mappable buffers which will be eagerly transitioned to usage MapRead or MapWrite after
// VkSubmit.
std::set<Ref<Buffer>> mappableBuffersForEagerTransition;
// 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