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/*
* Copyright 2022 Google LLC.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef skgpu_VulkanMemoryAllocator_DEFINED
#define skgpu_VulkanMemoryAllocator_DEFINED
#include "include/core/SkRefCnt.h"
#include "include/gpu/GpuTypes.h"
#include "include/gpu/vk/VulkanTypes.h"
namespace skgpu {
class VulkanMemoryAllocator : public SkRefCnt {
public:
enum AllocationPropertyFlags {
kNone_AllocationPropertyFlag = 0b0000,
// Allocation will be placed in its own VkDeviceMemory and not suballocated from some larger
// block.
kDedicatedAllocation_AllocationPropertyFlag = 0b0001,
// Says that the backing memory can only be accessed by the device. Additionally the device
// may lazily allocate the memory. This cannot be used with buffers that will be host
// visible. Setting this flag does not guarantee that we will allocate memory that respects
// it, but we will try to prefer memory that can respect it.
kLazyAllocation_AllocationPropertyFlag = 0b0010,
// The allocation will be mapped immediately and stay mapped until it is destroyed. This
// flag is only valid for buffers which are host visible (i.e. must have a usage other than
// BufferUsage::kGpuOnly).
kPersistentlyMapped_AllocationPropertyFlag = 0b0100,
// Allocation can only be accessed by the device using a protected context.
kProtected_AllocationPropertyFlag = 0b1000,
};
enum class BufferUsage {
// Buffers that will only be accessed from the device (large const buffers) will always be
// in device local memory.
kGpuOnly,
// Buffers that typically will be updated multiple times by the host and read on the gpu
// (e.g. uniform or vertex buffers). CPU writes will generally be sequential in the buffer
// and will try to take advantage of the write-combined nature of the gpu buffers. Thus this
// will always be mappable and coherent memory, and it will prefer to be in device local
// memory.
kCpuWritesGpuReads,
// Buffers that will be accessed on the host and copied to another GPU resource (transfer
// buffers). Will always be mappable and coherent memory.
kTransfersFromCpuToGpu,
// Buffers which are typically writted to by the GPU and then read on the host. Will always
// be mappable memory, and will prefer cached memory.
kTransfersFromGpuToCpu,
};
virtual VkResult allocateImageMemory(VkImage image,
uint32_t allocationPropertyFlags,
skgpu::VulkanBackendMemory* memory) = 0;
virtual VkResult allocateBufferMemory(VkBuffer buffer,
BufferUsage usage,
uint32_t allocationPropertyFlags,
skgpu::VulkanBackendMemory* memory) = 0;
// Fills out the passed in skgpu::VulkanAlloc struct for the passed in
// skgpu::VulkanBackendMemory.
virtual void getAllocInfo(const skgpu::VulkanBackendMemory&, skgpu::VulkanAlloc*) const = 0;
// Maps the entire allocation and returns a pointer to the start of the allocation. The
// implementation may map more memory than just the allocation, but the returned pointer must
// point at the start of the memory for the requested allocation.
virtual void* mapMemory(const skgpu::VulkanBackendMemory&) { return nullptr; }
virtual VkResult mapMemory(const skgpu::VulkanBackendMemory& memory, void** data) {
*data = this->mapMemory(memory);
// VK_ERROR_INITIALIZATION_FAILED is a bogus result to return from this function, but it is
// just something to return that is not VK_SUCCESS and can't be interpreted by a caller to
// mean something specific happened like device lost or oom. This will be removed once we
// update clients to implement this virtual.
return *data ? VK_SUCCESS : VK_ERROR_INITIALIZATION_FAILED;
}
virtual void unmapMemory(const skgpu::VulkanBackendMemory&) = 0;
// The following two calls are used for managing non-coherent memory. The offset is relative to
// the start of the allocation and not the underlying VkDeviceMemory. Additionaly the client
// must make sure that the offset + size passed in is less that or equal to the allocation size.
// It is the responsibility of the implementation to make sure all alignment requirements are
// followed. The client should not have to deal with any sort of alignment issues.
virtual void flushMappedMemory(const skgpu::VulkanBackendMemory&, VkDeviceSize, VkDeviceSize) {}
virtual VkResult flushMemory(const skgpu::VulkanBackendMemory& memory,
VkDeviceSize offset,
VkDeviceSize size) {
this->flushMappedMemory(memory, offset, size);
return VK_SUCCESS;
}
virtual void invalidateMappedMemory(const skgpu::VulkanBackendMemory&,
VkDeviceSize,
VkDeviceSize) {}
virtual VkResult invalidateMemory(const skgpu::VulkanBackendMemory& memory,
VkDeviceSize offset,
VkDeviceSize size) {
this->invalidateMappedMemory(memory, offset, size);
return VK_SUCCESS;
}
virtual void freeMemory(const skgpu::VulkanBackendMemory&) = 0;
// Returns the total amount of memory that is allocated as well as total
// amount of memory in use by an allocation from this allocator.
// Return 1st param is total allocated memory, 2nd is total used memory.
virtual std::pair<uint64_t, uint64_t> totalAllocatedAndUsedMemory() const = 0;
};
} // namespace skgpu
#endif // skgpu_VulkanMemoryAllocator_DEFINED