| // 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_VULKAN_RENDERPASSCACHE_H_ |
| #define DAWNNATIVE_VULKAN_RENDERPASSCACHE_H_ |
| |
| #include "common/Constants.h" |
| #include "common/vulkan_platform.h" |
| #include "dawn_native/Error.h" |
| #include "dawn_native/dawn_platform.h" |
| |
| #include <array> |
| #include <bitset> |
| #include <unordered_map> |
| |
| namespace dawn_native { namespace vulkan { |
| |
| class Device; |
| |
| // This is a key to query the RenderPassCache, it can be sparse meaning that only the |
| // information for bits set in colorMask or hasDepthStencil need to be provided and the rest can |
| // be uninintialized. |
| struct RenderPassCacheQuery { |
| // Use these helpers to build the query, they make sure all relevant data is initialized and |
| // masks set. |
| void SetColor(uint32_t index, |
| wgpu::TextureFormat format, |
| wgpu::LoadOp loadOp, |
| bool hasResolveTarget); |
| void SetDepthStencil(wgpu::TextureFormat format, |
| wgpu::LoadOp depthLoadOp, |
| wgpu::LoadOp stencilLoadOp); |
| void SetSampleCount(uint32_t sampleCount); |
| |
| std::bitset<kMaxColorAttachments> colorMask; |
| std::bitset<kMaxColorAttachments> resolveTargetMask; |
| std::array<wgpu::TextureFormat, kMaxColorAttachments> colorFormats; |
| std::array<wgpu::LoadOp, kMaxColorAttachments> colorLoadOp; |
| |
| bool hasDepthStencil = false; |
| wgpu::TextureFormat depthStencilFormat; |
| wgpu::LoadOp depthLoadOp; |
| wgpu::LoadOp stencilLoadOp; |
| |
| uint32_t sampleCount; |
| }; |
| |
| // Caches VkRenderPasses so that we don't create duplicate ones for every RenderPipeline or |
| // render pass. We always arrange the order of attachments in "color-depthstencil-resolve" order |
| // when creating render pass and framebuffer so that we can always make sure the order of |
| // attachments in the rendering pipeline matches the one of the framebuffer. |
| // TODO(cwallez@chromium.org): Make it an LRU cache somehow? |
| class RenderPassCache { |
| public: |
| RenderPassCache(Device* device); |
| ~RenderPassCache(); |
| |
| ResultOrError<VkRenderPass> GetRenderPass(const RenderPassCacheQuery& query); |
| |
| private: |
| // Does the actual VkRenderPass creation on a cache miss. |
| ResultOrError<VkRenderPass> CreateRenderPassForQuery( |
| const RenderPassCacheQuery& query) const; |
| |
| // Implements the functors necessary for to use RenderPassCacheQueries as unordered_map |
| // keys. |
| struct CacheFuncs { |
| size_t operator()(const RenderPassCacheQuery& query) const; |
| bool operator()(const RenderPassCacheQuery& a, const RenderPassCacheQuery& b) const; |
| }; |
| using Cache = |
| std::unordered_map<RenderPassCacheQuery, VkRenderPass, CacheFuncs, CacheFuncs>; |
| |
| Device* mDevice = nullptr; |
| Cache mCache; |
| }; |
| |
| }} // namespace dawn_native::vulkan |
| |
| #endif // DAWNNATIVE_VULKAN_RENDERPASSCACHE_H_ |