| // 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 SRC_DAWN_NATIVE_PASSRESOURCEUSAGE_H_ | |
| #define SRC_DAWN_NATIVE_PASSRESOURCEUSAGE_H_ | |
| #include <set> | |
| #include <vector> | |
| #include "dawn/native/SubresourceStorage.h" | |
| #include "dawn/native/dawn_platform.h" | |
| namespace dawn::native { | |
| // This file declares various "ResourceUsage" structures. They are produced by the frontend | |
| // while recording commands to be used for later validation and also some operations in the | |
| // backends. The are produced by the "Encoder" objects that finalize them on "EndPass" or | |
| // "Finish". Internally the "Encoder" may use the "StateTracker" to create them. | |
| class BufferBase; | |
| class QuerySetBase; | |
| class TextureBase; | |
| // The texture usage inside passes must be tracked per-subresource. | |
| using TextureSubresourceUsage = SubresourceStorage<wgpu::TextureUsage>; | |
| // Which resources are used by a synchronization scope and how they are used. The command | |
| // buffer validation pre-computes this information so that backends with explicit barriers | |
| // don't have to re-compute it. | |
| struct SyncScopeResourceUsage { | |
| std::vector<BufferBase*> buffers; | |
| std::vector<wgpu::BufferUsage> bufferUsages; | |
| std::vector<TextureBase*> textures; | |
| std::vector<TextureSubresourceUsage> textureUsages; | |
| std::vector<ExternalTextureBase*> externalTextures; | |
| }; | |
| // Contains all the resource usage data for a compute pass. | |
| // | |
| // Essentially a list of SyncScopeResourceUsage, one per Dispatch as required by the WebGPU | |
| // specification. ComputePassResourceUsage also stores nline the set of all buffers and | |
| // textures used, because some unused BindGroups may not be used at all in synchronization | |
| // scope but their resources still need to be validated on Queue::Submit. | |
| struct ComputePassResourceUsage { | |
| // Somehow without this defaulted constructor, MSVC or its STDlib have an issue where they | |
| // use the copy constructor (that's deleted) when doing operations on a | |
| // vector<ComputePassResourceUsage> | |
| ComputePassResourceUsage(ComputePassResourceUsage&&); | |
| ComputePassResourceUsage(); | |
| std::vector<SyncScopeResourceUsage> dispatchUsages; | |
| // All the resources referenced by this compute pass for validation in Queue::Submit. | |
| std::set<BufferBase*> referencedBuffers; | |
| std::set<TextureBase*> referencedTextures; | |
| std::set<ExternalTextureBase*> referencedExternalTextures; | |
| }; | |
| // Contains all the resource usage data for a render pass. | |
| // | |
| // In the WebGPU specification render passes are synchronization scopes but we also need to | |
| // track additional data. It is stored for render passes used by a CommandBuffer, but also in | |
| // RenderBundle so they can be merged into the render passes' usage on ExecuteBundles(). | |
| struct RenderPassResourceUsage : public SyncScopeResourceUsage { | |
| // Storage to track the occlusion queries used during the pass. | |
| std::vector<QuerySetBase*> querySets; | |
| std::vector<std::vector<bool>> queryAvailabilities; | |
| }; | |
| using RenderPassUsages = std::vector<RenderPassResourceUsage>; | |
| using ComputePassUsages = std::vector<ComputePassResourceUsage>; | |
| // Contains a hierarchy of "ResourceUsage" that mirrors the hierarchy of the CommandBuffer and | |
| // is used for validation and to produce barriers and lazy clears in the backends. | |
| struct CommandBufferResourceUsage { | |
| RenderPassUsages renderPasses; | |
| ComputePassUsages computePasses; | |
| // Resources used in commands that aren't in a pass. | |
| std::set<BufferBase*> topLevelBuffers; | |
| std::set<TextureBase*> topLevelTextures; | |
| std::set<QuerySetBase*> usedQuerySets; | |
| }; | |
| } // namespace dawn::native | |
| #endif // SRC_DAWN_NATIVE_PASSRESOURCEUSAGE_H_ |