/* * 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/vk/VulkanTypes.h" #include "include/private/gpu/vk/SkiaVulkan.h" #include #include 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 totalAllocatedAndUsedMemory() const = 0; }; } // namespace skgpu #endif // skgpu_VulkanMemoryAllocator_DEFINED