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Check the result of std::getenv() before constructing a std::string. std::string cannot be constructed with nullptr. Fix ambiguous overload resolution of std::tolower(), by wrapping it in a lambda that explicitly takes a 'char' argument. Bug: dawn:1123 Change-Id: I8a44524a6c0e71f7d2a49a5a9f730115c32df577 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/65960 Reviewed-by: Antonio Maiorano <amaiorano@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
124 lines
4.3 KiB
C++
124 lines
4.3 KiB
C++
// Copyright 2021 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "src/dawn_node/binding/GPU.h"
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#include "src/dawn_node/binding/GPUAdapter.h"
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#include <cstdlib>
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namespace {
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std::string getEnvVar(const char* varName) {
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#if defined(_WIN32)
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// Use _dupenv_s to avoid unsafe warnings about std::getenv
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char* value = nullptr;
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_dupenv_s(&value, nullptr, varName);
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if (value) {
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std::string result = value;
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free(value);
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return result;
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}
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return "";
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#else
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if (auto* val = std::getenv(varName)) {
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return val;
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}
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return "";
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#endif
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}
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} // namespace
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namespace wgpu { namespace binding {
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////////////////////////////////////////////////////////////////////////////////
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// wgpu::bindings::GPU
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////////////////////////////////////////////////////////////////////////////////
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GPU::GPU() {
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// TODO: Disable in 'release'
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instance_.EnableBackendValidation(true);
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instance_.SetBackendValidationLevel(dawn_native::BackendValidationLevel::Full);
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instance_.DiscoverDefaultAdapters();
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}
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interop::Promise<std::optional<interop::Interface<interop::GPUAdapter>>> GPU::requestAdapter(
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Napi::Env env,
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std::optional<interop::GPURequestAdapterOptions> options) {
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auto promise =
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interop::Promise<std::optional<interop::Interface<interop::GPUAdapter>>>(env);
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if (options.has_value() && options->forceFallbackAdapter) {
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// Software adapters are not currently supported.
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promise.Resolve({});
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return promise;
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}
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auto adapters = instance_.GetAdapters();
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if (adapters.empty()) {
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promise.Resolve({});
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return promise;
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}
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#if defined(_WIN32)
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constexpr auto defaultBackendType = wgpu::BackendType::D3D12;
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#elif defined(__linux__)
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constexpr auto defaultBackendType = wgpu::BackendType::Vulkan;
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#elif defined(__APPLE__)
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constexpr auto defaultBackendType = wgpu::BackendType::Metal;
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#else
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# error "Unsupported platform"
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#endif
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auto targetBackendType = defaultBackendType;
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// Check for override from env var
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std::string envVar = getEnvVar("DAWNNODE_BACKEND");
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std::transform(envVar.begin(), envVar.end(), envVar.begin(),
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[](char c) { return std::tolower(c); });
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if (envVar == "null") {
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targetBackendType = wgpu::BackendType::Null;
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} else if (envVar == "webgpu") {
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targetBackendType = wgpu::BackendType::WebGPU;
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} else if (envVar == "d3d11") {
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targetBackendType = wgpu::BackendType::D3D11;
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} else if (envVar == "d3d12" || envVar == "d3d") {
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targetBackendType = wgpu::BackendType::D3D12;
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} else if (envVar == "metal") {
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targetBackendType = wgpu::BackendType::Metal;
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} else if (envVar == "vulkan" || envVar == "vk") {
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targetBackendType = wgpu::BackendType::Vulkan;
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} else if (envVar == "opengl" || envVar == "gl") {
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targetBackendType = wgpu::BackendType::OpenGL;
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} else if (envVar == "opengles" || envVar == "gles") {
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targetBackendType = wgpu::BackendType::OpenGLES;
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}
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// Default to first adapter if we don't find a match
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size_t adapterIndex = 0;
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for (size_t i = 0; i < adapters.size(); ++i) {
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wgpu::AdapterProperties props;
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adapters[i].GetProperties(&props);
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if (props.backendType == targetBackendType) {
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adapterIndex = i;
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break;
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}
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}
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auto adapter = GPUAdapter::Create<GPUAdapter>(env, adapters[adapterIndex]);
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promise.Resolve(std::optional<interop::Interface<interop::GPUAdapter>>(adapter));
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return promise;
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}
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}} // namespace wgpu::binding
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