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