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/* Copyright (c) 2019-2025, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* 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.
*/
#include "resource_cache.h"
#include "common/resource_caching.h"
#include "core/device.h"
namespace vkb
{
namespace
{
template <class T, class... A>
T &request_resource(vkb::core::DeviceC &device, ResourceRecord &recorder, std::mutex &resource_mutex, std::unordered_map<std::size_t, T> &resources, A &...args)
{
std::lock_guard<std::mutex> guard(resource_mutex);
auto &res = request_resource(device, &recorder, resources, args...);
return res;
}
} // namespace
ResourceCache::ResourceCache(vkb::core::DeviceC &device) :
device{device}
{
}
void ResourceCache::warmup(const std::vector<uint8_t> &data)
{
recorder.set_data(data);
replayer.play(*this, recorder);
}
std::vector<uint8_t> ResourceCache::serialize()
{
return recorder.get_data();
}
void ResourceCache::set_pipeline_cache(VkPipelineCache new_pipeline_cache)
{
pipeline_cache = new_pipeline_cache;
}
ShaderModule &ResourceCache::request_shader_module(VkShaderStageFlagBits stage, const ShaderSource &glsl_source, const ShaderVariant &shader_variant)
{
std::string entry_point{"main"};
return request_resource(device, recorder, shader_module_mutex, state.shader_modules, stage, glsl_source, entry_point, shader_variant);
}
PipelineLayout &ResourceCache::request_pipeline_layout(const std::vector<ShaderModule *> &shader_modules)
{
return request_resource(device, recorder, pipeline_layout_mutex, state.pipeline_layouts, shader_modules);
}
DescriptorSetLayout &ResourceCache::request_descriptor_set_layout(const uint32_t set_index,
const std::vector<ShaderModule *> &shader_modules,
const std::vector<ShaderResource> &set_resources)
{
return request_resource(device, recorder, descriptor_set_layout_mutex, state.descriptor_set_layouts, set_index, shader_modules, set_resources);
}
GraphicsPipeline &ResourceCache::request_graphics_pipeline(PipelineState &pipeline_state)
{
return request_resource(device, recorder, graphics_pipeline_mutex, state.graphics_pipelines, pipeline_cache, pipeline_state);
}
ComputePipeline &ResourceCache::request_compute_pipeline(PipelineState &pipeline_state)
{
return request_resource(device, recorder, compute_pipeline_mutex, state.compute_pipelines, pipeline_cache, pipeline_state);
}
DescriptorSet &ResourceCache::request_descriptor_set(DescriptorSetLayout &descriptor_set_layout, const BindingMap<VkDescriptorBufferInfo> &buffer_infos, const BindingMap<VkDescriptorImageInfo> &image_infos)
{
auto &descriptor_pool = request_resource(device, recorder, descriptor_set_mutex, state.descriptor_pools, descriptor_set_layout);
return request_resource(device, recorder, descriptor_set_mutex, state.descriptor_sets, descriptor_set_layout, descriptor_pool, buffer_infos, image_infos);
}
RenderPass &ResourceCache::request_render_pass(const std::vector<Attachment> &attachments, const std::vector<LoadStoreInfo> &load_store_infos, const std::vector<SubpassInfo> &subpasses)
{
return request_resource(device, recorder, render_pass_mutex, state.render_passes, attachments, load_store_infos, subpasses);
}
Framebuffer &ResourceCache::request_framebuffer(const RenderTarget &render_target, const RenderPass &render_pass)
{
return request_resource(device, recorder, framebuffer_mutex, state.framebuffers, render_target, render_pass);
}
void ResourceCache::clear_pipelines()
{
state.graphics_pipelines.clear();
state.compute_pipelines.clear();
}
void ResourceCache::update_descriptor_sets(const std::vector<core::ImageView> &old_views, const std::vector<core::ImageView> &new_views)
{
// Find descriptor sets referring to the old image view
std::vector<VkWriteDescriptorSet> set_updates;
std::set<size_t> matches;
for (size_t i = 0; i < old_views.size(); ++i)
{
auto &old_view = old_views[i];
auto &new_view = new_views[i];
for (auto &kd_pair : state.descriptor_sets)
{
auto &key = kd_pair.first;
auto &descriptor_set = kd_pair.second;
auto &image_infos = descriptor_set.get_image_infos();
for (auto &ba_pair : image_infos)
{
auto &binding = ba_pair.first;
auto &array = ba_pair.second;
for (auto &ai_pair : array)
{
auto &array_element = ai_pair.first;
auto &image_info = ai_pair.second;
if (image_info.imageView == old_view.get_handle())
{
// Save key to remove old descriptor set
matches.insert(key);
// Update image info with new view
image_info.imageView = new_view.get_handle();
// Save struct for writing the update later
{
VkWriteDescriptorSet write_descriptor_set{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
if (auto binding_info = descriptor_set.get_layout().get_layout_binding(binding))
{
write_descriptor_set.dstBinding = binding;
write_descriptor_set.descriptorType = binding_info->descriptorType;
write_descriptor_set.pImageInfo = &image_info;
write_descriptor_set.dstSet = descriptor_set.get_handle();
write_descriptor_set.dstArrayElement = array_element;
write_descriptor_set.descriptorCount = 1;
set_updates.push_back(write_descriptor_set);
}
else
{
LOGE("Shader layout set does not use image binding at #{}", binding);
}
}
}
}
}
}
}
if (!set_updates.empty())
{
vkUpdateDescriptorSets(device.get_handle(), to_u32(set_updates.size()), set_updates.data(),
0, nullptr);
}
// Delete old entries (moved out descriptor sets)
for (auto &match : matches)
{
// Move out of the map
auto it = state.descriptor_sets.find(match);
auto descriptor_set = std::move(it->second);
state.descriptor_sets.erase(match);
// Generate new key
size_t new_key = 0U;
hash_param(new_key, descriptor_set.get_layout(), descriptor_set.get_buffer_infos(), descriptor_set.get_image_infos());
// Add (key, resource) to the cache
state.descriptor_sets.emplace(new_key, std::move(descriptor_set));
}
}
void ResourceCache::clear_framebuffers()
{
state.framebuffers.clear();
}
void ResourceCache::clear()
{
state.shader_modules.clear();
state.pipeline_layouts.clear();
state.descriptor_sets.clear();
state.descriptor_set_layouts.clear();
state.render_passes.clear();
clear_pipelines();
clear_framebuffers();
}
const ResourceCacheState &ResourceCache::get_internal_state() const
{
return state;
}
} // namespace vkb