1 // Copyright 2018 The Dawn Authors
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //     http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #ifndef DAWNNATIVE_PASSRESOURCEUSAGE_H
16 #define DAWNNATIVE_PASSRESOURCEUSAGE_H
17 
18 #include "dawn_native/dawn_platform.h"
19 
20 #include <set>
21 #include <vector>
22 
23 namespace dawn_native {
24 
25     class BufferBase;
26     class QuerySetBase;
27     class TextureBase;
28 
29     enum class PassType { Render, Compute };
30 
31     // Describe the usage of the whole texture and its subresources.
32     // - subresourceUsages vector is used to track every subresource's usage within a texture.
33     //
34     // - usage variable is used the track the whole texture even though it can be deduced from
35     // subresources' usages. This is designed deliberately to track texture usage in a fast path
36     // at frontend.
37     //
38     // - sameUsagesAcrossSubresources is used for optimization at backend. If the texture view
39     // we are using covers all subresources, then the texture's usages of all subresources are
40     // the same. Otherwise the texture's usages of all subresources are thought as different,
41     // although we can deliberately design some particular cases in which we have a few texture
42     // views and all of them have the same usages and they cover all subresources of the texture
43     // altogether.
44 
45     // TODO(yunchao.he@intel.com): if sameUsagesAcrossSubresources is true, we don't need
46     // the vector to record every single subresource's Usages. The texture usage is enough. And we
47     // can decompress texture usage to a vector if necessary.
48     struct PassTextureUsage {
49         wgpu::TextureUsage usage = wgpu::TextureUsage::None;
50         bool sameUsagesAcrossSubresources = true;
51         std::vector<wgpu::TextureUsage> subresourceUsages;
52     };
53 
54     // Which resources are used by pass and how they are used. The command buffer validation
55     // pre-computes this information so that backends with explicit barriers don't have to
56     // re-compute it.
57     struct PassResourceUsage {
58         PassType passType;
59         std::vector<BufferBase*> buffers;
60         std::vector<wgpu::BufferUsage> bufferUsages;
61 
62         std::vector<TextureBase*> textures;
63         std::vector<PassTextureUsage> textureUsages;
64     };
65 
66     using PerPassUsages = std::vector<PassResourceUsage>;
67 
68     struct CommandBufferResourceUsage {
69         PerPassUsages perPass;
70         std::set<BufferBase*> topLevelBuffers;
71         std::set<TextureBase*> topLevelTextures;
72         std::set<QuerySetBase*> usedQuerySets;
73     };
74 
75 }  // namespace dawn_native
76 
77 #endif  // DAWNNATIVE_PASSRESOURCEUSAGE_H
78