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// Copyright 2021 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_INDIRECTDRAWMETADATA_H_
#define SRC_DAWN_NATIVE_INDIRECTDRAWMETADATA_H_
#include <cstdint>
#include <map>
#include <set>
#include <utility>
#include <vector>
#include "dawn/common/NonCopyable.h"
#include "dawn/common/Ref.h"
#include "dawn/native/Buffer.h"
#include "dawn/native/CommandBufferStateTracker.h"
#include "dawn/native/Commands.h"
namespace dawn::native {
class RenderBundleBase;
struct CombinedLimits;
// In the unlikely scenario that indirect offsets used over a single buffer span more than
// this length of the buffer, we split the validation work into multiple batches.
uint64_t ComputeMaxIndirectValidationBatchOffsetRange(const CombinedLimits& limits);
// Metadata corresponding to the validation requirements of a single render pass. This metadata
// is accumulated while its corresponding render pass is encoded, and is later used to encode
// validation commands to be inserted into the command buffer just before the render pass's own
// commands.
class IndirectDrawMetadata : public NonCopyable {
public:
struct IndirectDraw {
uint64_t inputBufferOffset;
// This is a pointer to the command that should be populated with the validated
// indirect scratch buffer. It is only valid up until the encoded command buffer
// is submitted.
DrawIndirectCmd* cmd;
};
struct IndirectValidationBatch {
uint64_t minOffset;
uint64_t maxOffset;
std::vector<IndirectDraw> draws;
};
// Tracks information about every draw call in this render pass which uses the same indirect
// buffer and the same-sized index buffer. Calls are grouped by indirect offset ranges so
// that validation work can be chunked efficiently if necessary.
class IndexedIndirectBufferValidationInfo {
public:
explicit IndexedIndirectBufferValidationInfo(BufferBase* indirectBuffer);
// Logs a new drawIndexedIndirect call for the render pass. `cmd` is updated with an
// assigned (and deferred) buffer ref and relative offset before returning.
void AddIndirectDraw(uint32_t maxDrawCallsPerIndirectValidationBatch,
uint64_t maxBatchOffsetRange,
IndirectDraw draw);
// Adds draw calls from an already-computed batch, e.g. from a previously encoded
// RenderBundle. The added batch is merged into an existing batch if possible, otherwise
// it's added to mBatch.
void AddBatch(uint32_t maxDrawCallsPerIndirectValidationBatch,
uint64_t maxBatchOffsetRange,
const IndirectValidationBatch& batch);
const std::vector<IndirectValidationBatch>& GetBatches() const;
private:
Ref<BufferBase> mIndirectBuffer;
// A list of information about validation batches that will need to be executed for the
// corresponding indirect buffer prior to a single render pass. These are kept sorted by
// minOffset and may overlap iff the number of offsets in one batch would otherwise
// exceed some large upper bound (roughly ~33M draw calls).
//
// Since the most common expected cases will overwhelmingly require only a single
// validation pass per render pass, this is optimized for efficient updates to a single
// batch rather than for efficient manipulation of a large number of batches.
std::vector<IndirectValidationBatch> mBatches;
};
enum class DrawType {
NonIndexed,
Indexed,
};
struct IndexedIndirectConfig {
BufferBase* inputIndirectBuffer;
uint64_t numIndexBufferElements;
bool duplicateBaseVertexInstance;
DrawType drawType;
bool operator<(const IndexedIndirectConfig& other) const;
bool operator==(const IndexedIndirectConfig& other) const;
};
using IndexedIndirectBufferValidationInfoMap =
std::map<IndexedIndirectConfig, IndexedIndirectBufferValidationInfo>;
explicit IndirectDrawMetadata(const CombinedLimits& limits);
~IndirectDrawMetadata();
IndirectDrawMetadata(IndirectDrawMetadata&&);
IndirectDrawMetadata& operator=(IndirectDrawMetadata&&);
IndexedIndirectBufferValidationInfoMap* GetIndexedIndirectBufferValidationInfo();
void AddBundle(RenderBundleBase* bundle);
void AddIndexedIndirectDraw(wgpu::IndexFormat indexFormat,
uint64_t indexBufferSize,
BufferBase* indirectBuffer,
uint64_t indirectOffset,
bool duplicateBaseVertexInstance,
DrawIndexedIndirectCmd* cmd);
void AddIndirectDraw(BufferBase* indirectBuffer,
uint64_t indirectOffset,
bool duplicateBaseVertexInstance,
DrawIndirectCmd* cmd);
private:
IndexedIndirectBufferValidationInfoMap mIndexedIndirectBufferValidationInfo;
std::set<RenderBundleBase*> mAddedBundles;
uint64_t mMaxBatchOffsetRange;
uint32_t mMaxDrawCallsPerBatch;
};
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_INDIRECTDRAWMETADATA_H_