dawn-cmake/src/dawn_native/Device.h

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18 KiB
C++

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