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* Copyright 2018 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef GrVkMemoryAllocator_DEFINED
#define GrVkMemoryAllocator_DEFINED
#include "include/core/SkRefCnt.h"
#include "include/gpu/GrTypes.h"
#include "include/gpu/vk/GrVkTypes.h"
class GrVkMemoryAllocator : public SkRefCnt {
enum class AllocationPropertyFlags {
kNone = 0,
// Allocation will be placed in its own VkDeviceMemory and not suballocated from some larger
// block.
kDedicatedAllocation = 0x1,
// 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 = 0x2,
// 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 = 0x4,
// Allocation can only be accessed by the device using a protected context.
kProtected = 0x8,
enum class BufferUsage {
// Buffers that will only be accessed from the device (large const buffers). Will always be
// in device local memory.
// Buffers that will be accessed on the host and copied to and from a GPU resource (transfer
// buffers). Will always be mappable and coherent memory.
// Buffers that typically will be updated multiple times by the host and read on the gpu
// (e.g. uniform or vertex buffers). Will always be mappable memory, and will prefer to be
// in device local memory.
// Buffers which are typically writted to by the GPU and then read on the host. Will always
// be mappable memory, and will prefer coherent and cached memory.
virtual bool allocateMemoryForImage(VkImage image, AllocationPropertyFlags flags,
GrVkBackendMemory*) = 0;
virtual bool allocateMemoryForBuffer(VkBuffer buffer, BufferUsage usage,
AllocationPropertyFlags flags, GrVkBackendMemory*) = 0;
// Fills out the passed in GrVkAlloc struct for the passed in GrVkBackendMemory.
virtual void getAllocInfo(const GrVkBackendMemory&, GrVkAlloc*) 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 GrVkBackendMemory&) = 0;
virtual void unmapMemory(const GrVkBackendMemory&) = 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 GrVkBackendMemory&, VkDeviceSize offset,
VkDeviceSize size) = 0;
virtual void invalidateMappedMemory(const GrVkBackendMemory&, VkDeviceSize offset,
VkDeviceSize size)= 0;
virtual void freeMemory(const GrVkBackendMemory&) = 0;
// Returns the total amount of memory that is allocated and in use by an allocation for this
// allocator.
virtual uint64_t totalUsedMemory() const = 0;
// Returns the total amount of memory that is allocated by this allocator.
virtual uint64_t totalAllocatedMemory() const = 0;