blob: 44ab53a76c89b0e5a431943d4973b063df049f43 [file] [log] [blame]
/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef skgpu_graphite_ResourceTypes_DEFINED
#define skgpu_graphite_ResourceTypes_DEFINED
#include "include/gpu/graphite/GraphiteTypes.h"
#include "src/core/SkEnumBitMask.h"
namespace skgpu::graphite {
/**
* Is the Texture renderable or not
*/
enum class Renderable : bool {
kNo = false,
kYes = true,
};
enum class DepthStencilFlags : int {
kNone = 0b000,
kDepth = 0b001,
kStencil = 0b010,
kDepthStencil = kDepth | kStencil,
};
SK_MAKE_BITMASK_OPS(DepthStencilFlags);
/**
* What a GPU buffer will be used for
*/
enum class BufferType {
kVertex,
kIndex,
kXferCpuToGpu,
kXferGpuToCpu,
kUniform,
};
static const int kBufferTypeCount = static_cast<int>(BufferType::kUniform) + 1;
/**
* When creating the memory for a resource should we use a memory type that prioritizes the
* effeciency of GPU reads even if it involves extra work to write CPU data to it. For example, we
* would want this for buffers that we cache to read the same data many times on the GPU.
*/
enum class PrioritizeGpuReads : bool {
kNo = false,
kYes = true,
};
enum class Ownership {
kOwned,
kWrapped,
};
/** Uniquely identifies the type of resource that is cached with a GraphiteResourceKey. */
using ResourceType = uint32_t;
/**
* Can the resource be held by multiple users at the same time?
* For example, stencil buffers, pipelines, etc.
*/
enum class Shareable : bool {
kNo = false,
kYes = true,
};
/**
* This enum is used to notify the ResourceCache which type of ref just dropped to zero on a
* Resource.
*/
enum class LastRemovedRef {
kUsage,
kCommandBuffer,
kCache,
};
}; // namespace skgpu::graphite
#endif // skgpu_graphite_ResourceTypes_DEFINED