Vulkan: Move the CommandGraphNode class to the cpp.
This totally hides the details of the CommandGraphNode implementation
from the rest of the back-end. This continues the simplification of
the graph/resource APIs.
Refactoring change only.
Bug: angleproject:2539
Change-Id: I7e0f286c387599624cfdff6c8972a8e082fe05d3
Reviewed-on: https://chromium-review.googlesource.com/1052069
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
diff --git a/src/libANGLE/renderer/vulkan/CommandGraph.h b/src/libANGLE/renderer/vulkan/CommandGraph.h
index 84469ce..c4f7122 100644
--- a/src/libANGLE/renderer/vulkan/CommandGraph.h
+++ b/src/libANGLE/renderer/vulkan/CommandGraph.h
@@ -17,6 +17,7 @@
namespace vk
{
+class CommandGraphNode;
// This is a helper class for back-end objects used in Vk command buffers. It records a serial
// at command recording times indicating an order in the queue. We use Fences to detect when
@@ -114,78 +115,7 @@
// and outside RenderPasses as necessary, filled with the right load/store operations. Once
// the primary CommandBuffer has recorded all of the secondary CommandBuffers from all the open
// CommandGraphNodes, we submit the primary CommandBuffer to the VkQueue on the device.
-
-class CommandGraphNode final : angle::NonCopyable
-{
- public:
- CommandGraphNode();
- ~CommandGraphNode();
-
- // Immutable queries for when we're walking the commands tree.
- CommandBuffer *getOutsideRenderPassCommands();
- CommandBuffer *getInsideRenderPassCommands();
-
- // For outside the render pass (copies, transitions, etc).
- Error beginOutsideRenderPassRecording(VkDevice device,
- const CommandPool &commandPool,
- CommandBuffer **commandsOut);
-
- // For rendering commands (draws).
- Error beginInsideRenderPassRecording(RendererVk *renderer, CommandBuffer **commandsOut);
-
- // storeRenderPassInfo and append*RenderTarget store info relevant to the RenderPass.
- void storeRenderPassInfo(const Framebuffer &framebuffer,
- const gl::Rectangle renderArea,
- const vk::RenderPassDesc &renderPassDesc,
- const std::vector<VkClearValue> &clearValues);
-
- // Dependency commands order node execution in the command graph.
- // Once a node has commands that must happen after it, recording is stopped and the node is
- // frozen forever.
- static void SetHappensBeforeDependency(CommandGraphNode *beforeNode,
- CommandGraphNode *afterNode);
- static void SetHappensBeforeDependencies(const std::vector<CommandGraphNode *> &beforeNodes,
- CommandGraphNode *afterNode);
- bool hasParents() const;
- bool hasChildren() const;
-
- // Commands for traversing the node on a flush operation.
- VisitedState visitedState() const;
- void visitParents(std::vector<CommandGraphNode *> *stack);
- Error visitAndExecute(VkDevice device,
- Serial serial,
- RenderPassCache *renderPassCache,
- CommandBuffer *primaryCommandBuffer);
-
- const gl::Rectangle &getRenderPassRenderArea() const;
-
- private:
- void setHasChildren();
-
- // Used for testing only.
- bool isChildOf(CommandGraphNode *parent);
-
- // Only used if we need a RenderPass for these commands.
- RenderPassDesc mRenderPassDesc;
- Framebuffer mRenderPassFramebuffer;
- gl::Rectangle mRenderPassRenderArea;
- gl::AttachmentArray<VkClearValue> mRenderPassClearValues;
-
- // Keep a separate buffers for commands inside and outside a RenderPass.
- // TODO(jmadill): We might not need inside and outside RenderPass commands separate.
- CommandBuffer mOutsideRenderPassCommands;
- CommandBuffer mInsideRenderPassCommands;
-
- // Parents are commands that must be submitted before 'this' CommandNode can be submitted.
- std::vector<CommandGraphNode *> mParents;
-
- // If this is true, other commands exist that must be submitted after 'this' command.
- bool mHasChildren;
-
- // Used when traversing the dependency graph.
- VisitedState mVisitedState;
-};
-
+//
// The Command Graph consists of an array of open Command Graph Nodes. It supports allocating new
// nodes for the graph, which are linked via dependency relation calls in CommandGraphNode, and
// also submitting the whole command graph via submitCommands.