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/* Copyright (c) 2018-2019 The Khronos Group Inc.
* Copyright (c) 2018-2019 Valve Corporation
* Copyright (c) 2018-2019 LunarG, Inc.
* Copyright (C) 2018-2019 Google Inc.
*
* 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 VULKAN_GPU_VALIDATION_H
#define VULKAN_GPU_VALIDATION_H
// Class to encapsulate Vulkan Device Memory allocations.
// It allocates device memory in large chunks for efficiency and to avoid
// hitting the device limit of the number of allocations.
// This manager handles only fixed-sized blocks of "data_size" bytes.
// The interface allows the caller to "get" and "put back" blocks.
// The manager allocates and frees chunks as needed.
class CoreChecks;
typedef CoreChecks layer_data;
class GpuDeviceMemoryManager {
public:
GpuDeviceMemoryManager(layer_data *dev_data, uint32_t data_size);
~GpuDeviceMemoryManager();
uint32_t GetBlockSize() { return block_size_; }
VkResult GetBlock(GpuDeviceMemoryBlock *block);
void PutBackBlock(VkBuffer buffer, VkDeviceMemory memory, uint32_t offset);
void PutBackBlock(GpuDeviceMemoryBlock &block);
void FreeAllBlocks();
private:
// Define allocation granularity of Vulkan resources.
// Things like device memory and descriptors are allocated in "chunks".
// This number should be chosen to try to avoid too many chunk allocations
// and chunk allocations that are too large.
static const uint32_t kItemsPerChunk = 512;
struct MemoryChunk {
VkBuffer buffer;
VkDeviceMemory memory;
std::vector<uint32_t> available_offsets;
};
layer_data *dev_data_;
uint32_t record_size_;
uint32_t block_size_;
uint32_t blocks_per_chunk_;
uint32_t chunk_size_;
std::list<MemoryChunk> chunk_list_;
bool MemoryTypeFromProperties(uint32_t typeBits, VkFlags requirements_mask, uint32_t *typeIndex);
VkResult AllocMemoryChunk(MemoryChunk &chunk);
void FreeMemoryChunk(MemoryChunk &chunk);
};
// Class to encapsulate Descriptor Set allocation. This manager creates and destroys Descriptor Pools
// as needed to satisfy requests for descriptor sets.
class GpuDescriptorSetManager {
public:
GpuDescriptorSetManager(layer_data *dev_data);
~GpuDescriptorSetManager();
VkResult GetDescriptorSets(uint32_t count, VkDescriptorPool *pool, std::vector<VkDescriptorSet> *desc_sets);
void PutBackDescriptorSet(VkDescriptorPool desc_pool, VkDescriptorSet desc_set);
void DestroyDescriptorPools();
private:
static const uint32_t kItemsPerChunk = 512;
struct PoolTracker {
uint32_t size;
uint32_t used;
};
layer_data *dev_data_;
std::unordered_map<VkDescriptorPool, struct PoolTracker> desc_pool_map_;
};
using mutex_t = std::mutex;
using lock_guard_t = std::lock_guard<mutex_t>;
using unique_lock_t = std::unique_lock<mutex_t>;
#endif // VULKAN_GPU_VALIDATION_H