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// Copyright 2021 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 SRC_DAWN_NATIVE_SCRATCHBUFFER_H_
#define SRC_DAWN_NATIVE_SCRATCHBUFFER_H_
#include <cstdint>
#include "dawn/common/RefCounted.h"
#include "dawn/native/Buffer.h"
namespace dawn::native {
class DeviceBase;
// A ScratchBuffer is a lazily allocated and lazily grown GPU buffer for intermittent use by
// commands in the GPU queue. Note that scratch buffers are not zero-initialized, so users must
// be careful not to exposed uninitialized bytes to client shaders.
class ScratchBuffer {
public:
// Note that this object does not retain a reference to `device`, so `device` MUST outlive
// this object.
ScratchBuffer(DeviceBase* device, wgpu::BufferUsage usage);
~ScratchBuffer();
// Resets this ScratchBuffer, guaranteeing that the next EnsureCapacity call allocates a
// fresh buffer.
void Reset();
// Ensures that this ScratchBuffer is backed by a buffer on `device` with at least
// `capacity` bytes of storage.
MaybeError EnsureCapacity(uint64_t capacity);
BufferBase* GetBuffer() const;
private:
DeviceBase* const mDevice;
const wgpu::BufferUsage mUsage;
Ref<BufferBase> mBuffer;
};
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_SCRATCHBUFFER_H_