382 lines
18 KiB
C++
382 lines
18 KiB
C++
// Copyright 2017 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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#ifndef DAWNNATIVE_DEVICE_H_
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#define DAWNNATIVE_DEVICE_H_
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#include "common/Serial.h"
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#include "dawn_native/Commands.h"
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#include "dawn_native/Error.h"
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#include "dawn_native/Extensions.h"
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#include "dawn_native/Format.h"
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#include "dawn_native/Forward.h"
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#include "dawn_native/ObjectBase.h"
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#include "dawn_native/Toggles.h"
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#include "dawn_native/DawnNative.h"
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#include "dawn_native/dawn_platform.h"
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#include <memory>
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namespace dawn_native {
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class AdapterBase;
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class AttachmentState;
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class AttachmentStateBlueprint;
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class BindGroupLayoutBase;
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class DynamicUploader;
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class ErrorScope;
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class ErrorScopeTracker;
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class FenceSignalTracker;
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class MapRequestTracker;
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class StagingBufferBase;
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class DeviceBase {
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public:
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DeviceBase(AdapterBase* adapter, const DeviceDescriptor* descriptor);
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virtual ~DeviceBase();
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void HandleError(InternalErrorType type, const char* message);
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bool ConsumedError(MaybeError maybeError) {
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if (DAWN_UNLIKELY(maybeError.IsError())) {
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ConsumeError(maybeError.AcquireError());
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return true;
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}
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return false;
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}
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template <typename T>
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bool ConsumedError(ResultOrError<T> resultOrError, T* result) {
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if (DAWN_UNLIKELY(resultOrError.IsError())) {
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ConsumeError(resultOrError.AcquireError());
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return true;
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}
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*result = resultOrError.AcquireSuccess();
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return false;
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}
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MaybeError ValidateObject(const ObjectBase* object) const;
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AdapterBase* GetAdapter() const;
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dawn_platform::Platform* GetPlatform() const;
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ErrorScopeTracker* GetErrorScopeTracker() const;
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FenceSignalTracker* GetFenceSignalTracker() const;
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MapRequestTracker* GetMapRequestTracker() const;
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// Returns the Format corresponding to the wgpu::TextureFormat or an error if the format
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// isn't a valid wgpu::TextureFormat or isn't supported by this device.
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// The pointer returned has the same lifetime as the device.
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ResultOrError<const Format*> GetInternalFormat(wgpu::TextureFormat format) const;
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// Returns the Format corresponding to the wgpu::TextureFormat and assumes the format is
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// valid and supported.
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// The reference returned has the same lifetime as the device.
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const Format& GetValidInternalFormat(wgpu::TextureFormat format) const;
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virtual CommandBufferBase* CreateCommandBuffer(
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CommandEncoder* encoder,
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const CommandBufferDescriptor* descriptor) = 0;
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Serial GetCompletedCommandSerial() const;
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Serial GetLastSubmittedCommandSerial() const;
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Serial GetFutureCallbackSerial() const;
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Serial GetPendingCommandSerial() const;
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virtual MaybeError TickImpl() = 0;
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// Many Dawn objects are completely immutable once created which means that if two
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// creations are given the same arguments, they can return the same object. Reusing
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// objects will help make comparisons between objects by a single pointer comparison.
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//
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// Technically no object is immutable as they have a reference count, and an
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// application with reference-counting issues could "see" that objects are reused.
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// This is solved by automatic-reference counting, and also the fact that when using
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// the client-server wire every creation will get a different proxy object, with a
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// different reference count.
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//
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// When trying to create an object, we give both the descriptor and an example of what
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// the created object will be, the "blueprint". The blueprint is just a FooBase object
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// instead of a backend Foo object. If the blueprint doesn't match an object in the
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// cache, then the descriptor is used to make a new object.
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ResultOrError<Ref<BindGroupLayoutBase>> GetOrCreateBindGroupLayout(
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const BindGroupLayoutDescriptor* descriptor);
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void UncacheBindGroupLayout(BindGroupLayoutBase* obj);
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BindGroupLayoutBase* GetEmptyBindGroupLayout();
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ResultOrError<ComputePipelineBase*> GetOrCreateComputePipeline(
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const ComputePipelineDescriptor* descriptor);
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void UncacheComputePipeline(ComputePipelineBase* obj);
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ResultOrError<PipelineLayoutBase*> GetOrCreatePipelineLayout(
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const PipelineLayoutDescriptor* descriptor);
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void UncachePipelineLayout(PipelineLayoutBase* obj);
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ResultOrError<RenderPipelineBase*> GetOrCreateRenderPipeline(
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const RenderPipelineDescriptor* descriptor);
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void UncacheRenderPipeline(RenderPipelineBase* obj);
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ResultOrError<SamplerBase*> GetOrCreateSampler(const SamplerDescriptor* descriptor);
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void UncacheSampler(SamplerBase* obj);
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ResultOrError<ShaderModuleBase*> GetOrCreateShaderModule(
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const ShaderModuleDescriptor* descriptor);
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void UncacheShaderModule(ShaderModuleBase* obj);
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Ref<AttachmentState> GetOrCreateAttachmentState(AttachmentStateBlueprint* blueprint);
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Ref<AttachmentState> GetOrCreateAttachmentState(
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const RenderBundleEncoderDescriptor* descriptor);
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Ref<AttachmentState> GetOrCreateAttachmentState(const RenderPipelineDescriptor* descriptor);
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Ref<AttachmentState> GetOrCreateAttachmentState(const RenderPassDescriptor* descriptor);
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void UncacheAttachmentState(AttachmentState* obj);
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// Dawn API
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BindGroupBase* CreateBindGroup(const BindGroupDescriptor* descriptor);
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BindGroupLayoutBase* CreateBindGroupLayout(const BindGroupLayoutDescriptor* descriptor);
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BufferBase* CreateBuffer(const BufferDescriptor* descriptor);
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CommandEncoder* CreateCommandEncoder(const CommandEncoderDescriptor* descriptor);
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ComputePipelineBase* CreateComputePipeline(const ComputePipelineDescriptor* descriptor);
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PipelineLayoutBase* CreatePipelineLayout(const PipelineLayoutDescriptor* descriptor);
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QuerySetBase* CreateQuerySet(const QuerySetDescriptor* descriptor);
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QueueBase* CreateQueue();
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RenderBundleEncoder* CreateRenderBundleEncoder(
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const RenderBundleEncoderDescriptor* descriptor);
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RenderPipelineBase* CreateRenderPipeline(const RenderPipelineDescriptor* descriptor);
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SamplerBase* CreateSampler(const SamplerDescriptor* descriptor);
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ShaderModuleBase* CreateShaderModule(const ShaderModuleDescriptor* descriptor);
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SwapChainBase* CreateSwapChain(Surface* surface, const SwapChainDescriptor* descriptor);
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TextureBase* CreateTexture(const TextureDescriptor* descriptor);
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TextureViewBase* CreateTextureView(TextureBase* texture,
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const TextureViewDescriptor* descriptor);
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// For Dawn Wire
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BufferBase* CreateErrorBuffer();
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QueueBase* GetDefaultQueue();
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void InjectError(wgpu::ErrorType type, const char* message);
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void Tick();
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void SetDeviceLostCallback(wgpu::DeviceLostCallback callback, void* userdata);
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void SetUncapturedErrorCallback(wgpu::ErrorCallback callback, void* userdata);
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void PushErrorScope(wgpu::ErrorFilter filter);
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bool PopErrorScope(wgpu::ErrorCallback callback, void* userdata);
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MaybeError ValidateIsAlive() const;
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ErrorScope* GetCurrentErrorScope();
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void Reference();
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void Release();
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virtual ResultOrError<std::unique_ptr<StagingBufferBase>> CreateStagingBuffer(
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size_t size) = 0;
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virtual MaybeError CopyFromStagingToBuffer(StagingBufferBase* source,
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uint64_t sourceOffset,
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BufferBase* destination,
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uint64_t destinationOffset,
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uint64_t size) = 0;
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virtual MaybeError CopyFromStagingToTexture(const StagingBufferBase* source,
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const TextureDataLayout& src,
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TextureCopy* dst,
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const Extent3D& copySizePixels) = 0;
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DynamicUploader* GetDynamicUploader() const;
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// The device state which is a combination of creation state and loss state.
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//
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// - BeingCreated: the device didn't finish creation yet and the frontend cannot be used
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// (both for the application calling WebGPU, or re-entrant calls). No work exists on
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// the GPU timeline.
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// - Alive: the device is usable and might have work happening on the GPU timeline.
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// - BeingDisconnected: the device is no longer usable because we are waiting for all
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// work on the GPU timeline to finish. (this is to make validation prevent the
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// application from adding more work during the transition from Available to
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// Disconnected)
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// - Disconnected: there is no longer work happening on the GPU timeline and the CPU data
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// structures can be safely destroyed without additional synchronization.
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enum class State {
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BeingCreated,
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Alive,
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BeingDisconnected,
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Disconnected,
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};
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State GetState() const;
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bool IsLost() const;
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std::vector<const char*> GetEnabledExtensions() const;
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std::vector<const char*> GetTogglesUsed() const;
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bool IsExtensionEnabled(Extension extension) const;
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bool IsToggleEnabled(Toggle toggle) const;
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bool IsValidationEnabled() const;
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bool IsRobustnessEnabled() const;
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size_t GetLazyClearCountForTesting();
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void IncrementLazyClearCountForTesting();
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size_t GetDeprecationWarningCountForTesting();
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void EmitDeprecationWarning(const char* warning);
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void LoseForTesting();
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void AddFutureCallbackSerial(Serial serial);
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virtual uint32_t GetOptimalBytesPerRowAlignment() const = 0;
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virtual uint64_t GetOptimalBufferToTextureCopyOffsetAlignment() const = 0;
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protected:
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void SetToggle(Toggle toggle, bool isEnabled);
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void ForceSetToggle(Toggle toggle, bool isEnabled);
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MaybeError Initialize(QueueBase* defaultQueue);
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void ShutDownBase();
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// Incrememt mLastSubmittedSerial when we submit the next serial
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void IncrementLastSubmittedCommandSerial();
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// Check for passed fences and set the new completed serial
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void CheckPassedSerials();
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private:
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virtual ResultOrError<BindGroupBase*> CreateBindGroupImpl(
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const BindGroupDescriptor* descriptor) = 0;
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virtual ResultOrError<BindGroupLayoutBase*> CreateBindGroupLayoutImpl(
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const BindGroupLayoutDescriptor* descriptor) = 0;
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virtual ResultOrError<Ref<BufferBase>> CreateBufferImpl(
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const BufferDescriptor* descriptor) = 0;
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virtual ResultOrError<ComputePipelineBase*> CreateComputePipelineImpl(
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const ComputePipelineDescriptor* descriptor) = 0;
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virtual ResultOrError<PipelineLayoutBase*> CreatePipelineLayoutImpl(
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const PipelineLayoutDescriptor* descriptor) = 0;
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virtual ResultOrError<QuerySetBase*> CreateQuerySetImpl(
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const QuerySetDescriptor* descriptor) = 0;
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virtual ResultOrError<RenderPipelineBase*> CreateRenderPipelineImpl(
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const RenderPipelineDescriptor* descriptor) = 0;
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virtual ResultOrError<SamplerBase*> CreateSamplerImpl(
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const SamplerDescriptor* descriptor) = 0;
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virtual ResultOrError<ShaderModuleBase*> CreateShaderModuleImpl(
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const ShaderModuleDescriptor* descriptor) = 0;
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virtual ResultOrError<SwapChainBase*> CreateSwapChainImpl(
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const SwapChainDescriptor* descriptor) = 0;
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// Note that previousSwapChain may be nullptr, or come from a different backend.
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virtual ResultOrError<NewSwapChainBase*> CreateSwapChainImpl(
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Surface* surface,
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NewSwapChainBase* previousSwapChain,
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const SwapChainDescriptor* descriptor) = 0;
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virtual ResultOrError<Ref<TextureBase>> CreateTextureImpl(
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const TextureDescriptor* descriptor) = 0;
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virtual ResultOrError<TextureViewBase*> CreateTextureViewImpl(
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TextureBase* texture,
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const TextureViewDescriptor* descriptor) = 0;
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ResultOrError<Ref<BindGroupLayoutBase>> CreateEmptyBindGroupLayout();
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MaybeError CreateBindGroupInternal(BindGroupBase** result,
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const BindGroupDescriptor* descriptor);
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MaybeError CreateBindGroupLayoutInternal(BindGroupLayoutBase** result,
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const BindGroupLayoutDescriptor* descriptor);
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ResultOrError<Ref<BufferBase>> CreateBufferInternal(const BufferDescriptor* descriptor);
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MaybeError CreateComputePipelineInternal(ComputePipelineBase** result,
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const ComputePipelineDescriptor* descriptor);
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MaybeError CreatePipelineLayoutInternal(PipelineLayoutBase** result,
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const PipelineLayoutDescriptor* descriptor);
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MaybeError CreateQuerySetInternal(QuerySetBase** result,
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const QuerySetDescriptor* descriptor);
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MaybeError CreateRenderBundleEncoderInternal(
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RenderBundleEncoder** result,
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const RenderBundleEncoderDescriptor* descriptor);
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MaybeError CreateRenderPipelineInternal(RenderPipelineBase** result,
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const RenderPipelineDescriptor* descriptor);
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MaybeError CreateSamplerInternal(SamplerBase** result, const SamplerDescriptor* descriptor);
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MaybeError CreateShaderModuleInternal(ShaderModuleBase** result,
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const ShaderModuleDescriptor* descriptor);
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MaybeError CreateSwapChainInternal(SwapChainBase** result,
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Surface* surface,
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const SwapChainDescriptor* descriptor);
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ResultOrError<Ref<TextureBase>> CreateTextureInternal(const TextureDescriptor* descriptor);
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MaybeError CreateTextureViewInternal(TextureViewBase** result,
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TextureBase* texture,
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const TextureViewDescriptor* descriptor);
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void ApplyToggleOverrides(const DeviceDescriptor* deviceDescriptor);
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void ApplyExtensions(const DeviceDescriptor* deviceDescriptor);
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void SetDefaultToggles();
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void ConsumeError(std::unique_ptr<ErrorData> error);
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// Each backend should implement to check their passed fences if there are any and return a
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// completed serial. Return 0 should indicate no fences to check.
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virtual Serial CheckAndUpdateCompletedSerials() = 0;
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// During shut down of device, some operations might have been started since the last submit
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// and waiting on a serial that doesn't have a corresponding fence enqueued. Fake serials to
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// make all commands look completed.
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void AssumeCommandsComplete();
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// mCompletedSerial tracks the last completed command serial that the fence has returned.
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// mLastSubmittedSerial tracks the last submitted command serial.
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// During device removal, the serials could be artificially incremented
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// to make it appear as if commands have been compeleted. They can also be artificially
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// incremented when no work is being done in the GPU so CPU operations don't have to wait on
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// stale serials.
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// mFutureCallbackSerial tracks the largest serial we need to tick to for the callbacks to
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// fire
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Serial mCompletedSerial = 0;
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Serial mLastSubmittedSerial = 0;
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Serial mFutureCallbackSerial = 0;
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// ShutDownImpl is used to clean up and release resources used by device, does not wait for
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// GPU or check errors.
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virtual void ShutDownImpl() = 0;
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// WaitForIdleForDestruction waits for GPU to finish, checks errors and gets ready for
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// destruction. This is only used when properly destructing the device. For a real
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// device loss, this function doesn't need to be called since the driver already closed all
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// resources.
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virtual MaybeError WaitForIdleForDestruction() = 0;
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wgpu::DeviceLostCallback mDeviceLostCallback = nullptr;
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void* mDeviceLostUserdata = nullptr;
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AdapterBase* mAdapter = nullptr;
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Ref<ErrorScope> mRootErrorScope;
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Ref<ErrorScope> mCurrentErrorScope;
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// The object caches aren't exposed in the header as they would require a lot of
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// additional includes.
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struct Caches;
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std::unique_ptr<Caches> mCaches;
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Ref<BindGroupLayoutBase> mEmptyBindGroupLayout;
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std::unique_ptr<DynamicUploader> mDynamicUploader;
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std::unique_ptr<ErrorScopeTracker> mErrorScopeTracker;
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std::unique_ptr<FenceSignalTracker> mFenceSignalTracker;
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std::unique_ptr<MapRequestTracker> mMapRequestTracker;
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Ref<QueueBase> mDefaultQueue;
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struct DeprecationWarnings;
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std::unique_ptr<DeprecationWarnings> mDeprecationWarnings;
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uint32_t mRefCount = 1;
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State mState = State::BeingCreated;
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FormatTable mFormatTable;
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TogglesSet mEnabledToggles;
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TogglesSet mOverridenToggles;
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size_t mLazyClearCountForTesting = 0;
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ExtensionsSet mEnabledExtensions;
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};
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} // namespace dawn_native
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#endif // DAWNNATIVE_DEVICE_H_
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