dawn-cmake/src/dawn_wire/server/ServerQueue.cpp
Austin Eng 0b89b27263 Move client-side OnCompletion callbacks to the server.
We need callbacks to be processed server-side so that callback
ordering can be made consistent.

Bug: dawn:516
Change-Id: Ie5590ca33fce6bda431f93ae9ff8e832468109c1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/27481
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2020-08-28 21:23:50 +00:00

75 lines
3.0 KiB
C++

// Copyright 2019 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.
#include "common/Assert.h"
#include "dawn_wire/server/Server.h"
namespace dawn_wire { namespace server {
bool Server::DoQueueSignal(WGPUQueue cSelf, WGPUFence cFence, uint64_t signalValue) {
if (cFence == nullptr) {
return false;
}
mProcs.queueSignal(cSelf, cFence, signalValue);
ObjectId fenceId = FenceObjectIdTable().Get(cFence);
ASSERT(fenceId != 0);
auto* fence = FenceObjects().Get(fenceId);
ASSERT(fence != nullptr);
FenceCompletionUserdata* userdata = new FenceCompletionUserdata;
userdata->server = this;
userdata->fence = ObjectHandle{fenceId, fence->generation};
userdata->value = signalValue;
mProcs.fenceOnCompletion(cFence, signalValue, ForwardFenceCompletedValue, userdata);
return true;
}
bool Server::DoQueueWriteBufferInternal(ObjectId queueId,
ObjectId bufferId,
uint64_t bufferOffset,
const uint8_t* data,
size_t size) {
// The null object isn't valid as `self` or `buffer` so we can combine the check with the
// check that the ID is valid.
auto* queue = QueueObjects().Get(queueId);
auto* buffer = BufferObjects().Get(bufferId);
if (queue == nullptr || buffer == nullptr) {
return false;
}
mProcs.queueWriteBuffer(queue->handle, buffer->handle, bufferOffset, data, size);
return true;
}
bool Server::DoQueueWriteTextureInternal(ObjectId queueId,
const WGPUTextureCopyView* destination,
const uint8_t* data,
size_t dataSize,
const WGPUTextureDataLayout* dataLayout,
const WGPUExtent3D* writeSize) {
// The null object isn't valid as `self` so we can combine the check with the
// check that the ID is valid.
auto* queue = QueueObjects().Get(queueId);
if (queue == nullptr) {
return false;
}
mProcs.queueWriteTexture(queue->handle, destination, data, dataSize, dataLayout, writeSize);
return true;
}
}} // namespace dawn_wire::server