| // Copyright 2018 The Fuchsia Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef SRC_UI_LIB_ESCHER_VK_IMPL_FRAMEBUFFER_ALLOCATOR_H_ |
| #define SRC_UI_LIB_ESCHER_VK_IMPL_FRAMEBUFFER_ALLOCATOR_H_ |
| |
| #include "src/ui/lib/escher/forward_declarations.h" |
| #include "src/ui/lib/escher/util/hash_cache.h" |
| #include "src/ui/lib/escher/vk/impl/framebuffer.h" |
| |
| namespace escher { |
| namespace impl { |
| |
| // FramebufferAllocator wraps HashCache to provide a frame-based cache for |
| // Vulkan framebuffers. |
| class FramebufferAllocator { |
| public: |
| FramebufferAllocator(ResourceRecycler* recycler, impl::RenderPassCache* render_pass_cache); |
| |
| // Obtain a cached Framebuffer, or lazily create a new one if necessary. Creating a VkFramebuffer |
| // requires a VkRenderPass; if necessary the render pass will also be created lazily, but only if |
| // |allow_render_pass_creation| is true (otherwise a CHECK will fail). This allows the |
| // application to require all render passes to be created at specific times (e.g. startup, or |
| // loading a particular game level) to avoid jank due to lazy creation of render passes (and |
| // pipelines). |
| // |
| // NOTE: pipelines cannot be created without a render pass, and render passes are useless without |
| // a pipeline. Therefore, we could allow lazy render pass creation and rely on the inevitable |
| // failed CHECK during pipeline creation. However, it is better to also disallow render pass |
| // creation because then the source of the problem is obvious, not lost among the many other |
| // reasons that might trigger lazy pipeline creation. |
| const impl::FramebufferPtr& ObtainFramebuffer(const RenderPassInfo& info, |
| bool allow_render_pass_creation); |
| |
| void BeginFrame() { framebuffer_cache_.BeginFrame(); } |
| void Clear() { framebuffer_cache_.Clear(); } |
| |
| size_t size() const { return framebuffer_cache_.size(); } |
| |
| private: |
| struct CacheItem : public HashCacheItem<CacheItem> { |
| impl::FramebufferPtr framebuffer; |
| }; |
| |
| ResourceRecycler* const recycler_; |
| impl::RenderPassCache* const render_pass_cache_; |
| |
| // If this template is changed to have a non-default FramesUntilEviction |
| // value, be sure to change all other HashCaches used by the Frame class |
| // (e.g., DescriptorSetAllocator). |
| HashCache<CacheItem, DefaultObjectPoolPolicy<CacheItem>> framebuffer_cache_; |
| }; |
| |
| } // namespace impl |
| } // namespace escher |
| |
| #endif // SRC_UI_LIB_ESCHER_VK_IMPL_FRAMEBUFFER_ALLOCATOR_H_ |