dawn-cmake/src/dawn_native/AsyncTask.h

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// Copyright 2021 The Dawn Authors
//
// 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.
#ifndef DAWNNATIVE_ASYC_TASK_H_
#define DAWNNATIVE_ASYC_TASK_H_
#include <functional>
#include <memory>
#include <mutex>
#include <unordered_map>
#include "common/RefCounted.h"
namespace dawn_platform {
class WaitableEvent;
class WorkerTaskPool;
} // namespace dawn_platform
namespace dawn_native {
// TODO(crbug.com/dawn/826): we'll add additional things to AsyncTask in the future, like
// Cancel() and RunNow(). Cancelling helps avoid running the task's body when we are just
// shutting down the device. RunNow() could be used for more advanced scenarios, for example
// always doing ShaderModule initial compilation asynchronously, but being able to steal the
// task if we need it for synchronous pipeline compilation.
using AsyncTask = std::function<void()>;
class AsyncTaskManager {
public:
explicit AsyncTaskManager(dawn_platform::WorkerTaskPool* workerTaskPool);
void PostTask(AsyncTask asyncTask);
void WaitAllPendingTasks();
bool HasPendingTasks();
private:
class WaitableTask : public RefCounted {
public:
AsyncTask asyncTask;
AsyncTaskManager* taskManager;
std::unique_ptr<dawn_platform::WaitableEvent> waitableEvent;
};
static void DoWaitableTask(void* task);
void HandleTaskCompletion(WaitableTask* task);
std::mutex mPendingTasksMutex;
std::unordered_map<WaitableTask*, Ref<WaitableTask>> mPendingTasks;
dawn_platform::WorkerTaskPool* mWorkerTaskPool;
};
} // namespace dawn_native
#endif