// Copyright 2018 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_PASSRESOURCEUSAGE_H_ #define SRC_DAWN_NATIVE_PASSRESOURCEUSAGE_H_ #include <vector> #include "absl/container/flat_hash_set.h" #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; // Info about how a buffer is used and in which shader stages struct BufferSyncInfo { … }; // Info about how a texture is used and in which shader stages // TODO(crbug.com/dawn/851): Optimize by merging into one u32? struct TextureSyncInfo { … }; bool operator==(const TextureSyncInfo& a, const TextureSyncInfo& b); // The texture usage inside passes must be tracked per-subresource. TextureSubresourceSyncInfo; // 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 { … }; // 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 { … }; // 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 { … }; RenderPassUsages; ComputePassUsages; // 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 { … }; } // namespace dawn::native #endif // SRC_DAWN_NATIVE_PASSRESOURCEUSAGE_H_