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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_graphite_ComputePassTask_DEFINED
#define skgpu_graphite_ComputePassTask_DEFINED
#include "src/gpu/graphite/ComputePipeline.h"
#include "src/gpu/graphite/ComputePipelineDesc.h"
#include "src/gpu/graphite/ComputeTypes.h"
#include "src/gpu/graphite/Task.h"
#include <vector>
namespace skgpu::graphite {
class Buffer;
class ComputePipeline;
/**
* ComputePassTask records a compute kernel and its associated resources into a single compute pass
* within a command buffer. The creation of bound resources and their binding layout is left up to
* the caller and must be compatible with the provided the compute pipeline layout.
*/
// TODO(b/240604614): This class could facilitate some of this and also enforce layout validation
// depending on how we decide to define and combine compute shader code.
// TODO(b/240625222): This class could consume multiple ComputePass objects and encode them
// together. The individual passes could execute in parallel depending on the desired data-flow.
class ComputePassTask final : public Task {
public:
static sk_sp<ComputePassTask> Make(std::vector<ResourceBinding> bindings,
const ComputePipelineDesc&,
const ComputePassDesc&);
~ComputePassTask() override = default;
bool prepareResources(ResourceProvider*, const RuntimeEffectDictionary*) override;
bool addCommands(Context*, CommandBuffer*) override;
private:
ComputePassTask(std::vector<ResourceBinding> bindings,
const ComputePipelineDesc&,
const ComputePassDesc&);
const ComputePipelineDesc fPipelineDesc;
const ComputePassDesc fComputePassDesc;
const std::vector<ResourceBinding> fBindings;
sk_sp<ComputePipeline> fPipeline;
};
} // namespace skgpu::graphite
#endif // skgpu_graphite_ComputePassTask_DEFINED