| // Copyright 2019 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_VULKAN_COMMANDRECORDINGCONTEXT_H_ |
| #define SRC_DAWN_NATIVE_VULKAN_COMMANDRECORDINGCONTEXT_H_ |
| |
| #include <set> |
| #include <vector> |
| |
| #include "dawn/common/vulkan_platform.h" |
| #include "dawn/native/vulkan/BufferVk.h" |
| #include "dawn/native/vulkan/VulkanFunctions.h" |
| |
| namespace dawn::native::vulkan { |
| |
| class Texture; |
| |
| // Wrapping class that currently associates a command buffer to it's corresponding pool. |
| // TODO(dawn:1601) Revisit this structure since it is where the 1:1 mapping is implied. |
| // Also consider reusing this in CommandRecordingContext below instead of |
| // flattening the pool and command buffer again. |
| struct CommandPoolAndBuffer { |
| VkCommandPool pool = VK_NULL_HANDLE; |
| VkCommandBuffer commandBuffer = VK_NULL_HANDLE; |
| }; |
| |
| // Used to track operations that are handled after recording. |
| // Currently only tracks semaphores, but may be used to do barrier coalescing in the future. |
| struct CommandRecordingContext { |
| VkCommandBuffer commandBuffer = VK_NULL_HANDLE; |
| std::vector<VkSemaphore> waitSemaphores = {}; |
| std::vector<VkSemaphore> signalSemaphores = {}; |
| |
| // The internal buffers used in the workaround of texture-to-texture copies with compressed |
| // formats. |
| std::vector<Ref<Buffer>> tempBuffers; |
| |
| // External textures that will be eagerly transitioned just before VkSubmit. The textures are |
| // kept alive by the CommandBuffer so they don't need to be Ref-ed. |
| std::set<Texture*> externalTexturesForEagerTransition; |
| |
| // Mappable buffers which will be eagerly transitioned to usage MapRead or MapWrite after |
| // VkSubmit. |
| std::set<Ref<Buffer>> mappableBuffersForEagerTransition; |
| |
| // For Device state tracking only. |
| VkCommandPool commandPool = VK_NULL_HANDLE; |
| bool needsSubmit = false; |
| bool used = false; |
| |
| // In some cases command buffer will need to be split to accomodate driver bug workarounds. |
| // See the VulkanSplitCommandBufferOnDepthStencilComputeSampleAfterRenderPass toggle as an |
| // example. This tracks the list of all command buffers used for this recording context, |
| // with commandBuffer always being the last element. |
| std::vector<VkCommandBuffer> commandBufferList; |
| std::vector<VkCommandPool> commandPoolList; |
| }; |
| |
| } // namespace dawn::native::vulkan |
| |
| #endif // SRC_DAWN_NATIVE_VULKAN_COMMANDRECORDINGCONTEXT_H_ |