/* 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