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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
//
// 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_PASSRESOURCEUSAGETRACKER_H_
#define DAWNNATIVE_PASSRESOURCEUSAGETRACKER_H_
#include "dawn_native/PassResourceUsage.h"
#include "dawn_native/dawn_platform.h"
#include <map>
namespace dawn_native {
class BufferBase;
class QuerySetBase;
class TextureBase;
using QueryAvailabilityMap = std::map<QuerySetBase*, std::vector<bool>>;
// Helper class to encapsulate the logic of tracking per-resource usage during the
// validation of command buffer passes. It is used both to know if there are validation
// errors, and to get a list of resources used per pass for backends that need the
// information.
class PassResourceUsageTracker {
public:
PassResourceUsageTracker(PassType passType);
void BufferUsedAs(BufferBase* buffer, wgpu::BufferUsage usage);
void TextureViewUsedAs(TextureViewBase* texture, wgpu::TextureUsage usage);
void AddTextureUsage(TextureBase* texture, const PassTextureUsage& textureUsage);
void TrackQueryAvailability(QuerySetBase* querySet, uint32_t queryIndex);
const QueryAvailabilityMap& GetQueryAvailabilityMap() const;
// Returns the per-pass usage for use by backends for APIs with explicit barriers.
PassResourceUsage AcquireResourceUsage();
private:
PassType mPassType;
std::map<BufferBase*, wgpu::BufferUsage> mBufferUsages;
std::map<TextureBase*, PassTextureUsage> mTextureUsages;
// Dedicated to track the availability of the queries used on render pass. The same query
// cannot be written twice in same render pass, so each render pass also need to have its
// own query availability map for validation.
QueryAvailabilityMap mQueryAvailabilities;
};
} // namespace dawn_native
#endif // DAWNNATIVE_PASSRESOURCEUSAGETRACKER_H_