chromium/third_party/dawn/src/dawn/native/vulkan/RenderPassCache.h

// Copyright 2018 The Dawn & Tint Authors
//
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#ifndef SRC_DAWN_NATIVE_VULKAN_RENDERPASSCACHE_H_
#define SRC_DAWN_NATIVE_VULKAN_RENDERPASSCACHE_H_

#include <array>
#include <bitset>
#include <mutex>

#include "absl/container/flat_hash_map.h"
#include "dawn/common/Constants.h"
#include "dawn/common/ityp_array.h"
#include "dawn/common/ityp_bitset.h"
#include "dawn/common/vulkan_platform.h"
#include "dawn/native/Error.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/dawn_platform.h"
#include "partition_alloc/pointers/raw_ptr.h"

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 {};

// 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([email protected]): Make it an LRU cache somehow?
class RenderPassCache {};

}  // namespace dawn::native::vulkan

#endif  // SRC_DAWN_NATIVE_VULKAN_RENDERPASSCACHE_H_