blob: 08c55c3b2ddfe51c737f544dfe8a56df7640479a [file] [log] [blame]
// 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/ityp_array.h"
#include "common/ityp_bitset.h"
#include "common/vulkan_platform.h"
#include "dawn_native/Error.h"
#include "dawn_native/IntegerTypes.h"
#include "dawn_native/dawn_platform.h"
#include <array>
#include <bitset>
#include <mutex>
#include <unordered_map>
namespace dawn::native::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(ColorAttachmentIndex index,
wgpu::TextureFormat format,
wgpu::LoadOp loadOp,
wgpu::StoreOp storeOp,
bool hasResolveTarget);
void SetDepthStencil(wgpu::TextureFormat format,
wgpu::LoadOp depthLoadOp,
wgpu::StoreOp depthStoreOp,
wgpu::LoadOp stencilLoadOp,
wgpu::StoreOp stencilStoreOp,
bool readOnly);
void SetSampleCount(uint32_t sampleCount);
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> colorMask;
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> resolveTargetMask;
ityp::array<ColorAttachmentIndex, wgpu::TextureFormat, kMaxColorAttachments> colorFormats;
ityp::array<ColorAttachmentIndex, wgpu::LoadOp, kMaxColorAttachments> colorLoadOp;
ityp::array<ColorAttachmentIndex, wgpu::StoreOp, kMaxColorAttachments> colorStoreOp;
bool hasDepthStencil = false;
wgpu::TextureFormat depthStencilFormat;
wgpu::LoadOp depthLoadOp;
wgpu::StoreOp depthStoreOp;
wgpu::LoadOp stencilLoadOp;
wgpu::StoreOp stencilStoreOp;
bool readOnlyDepthStencil;
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.
// All the operations on RenderPassCache are guaranteed to be thread-safe.
// 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;
std::mutex mMutex;
Cache mCache;
};
} // namespace dawn::native::vulkan
#endif // DAWNNATIVE_VULKAN_RENDERPASSCACHE_H_