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// Copyright 2025 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_RESOURCETABLE_H_
#define SRC_DAWN_NATIVE_RESOURCETABLE_H_
#include <vector>
#include "dawn/common/NonMovable.h"
#include "dawn/common/Ref.h"
#include "dawn/common/WeakRefSupport.h"
#include "dawn/common/ityp_span.h"
#include "dawn/common/ityp_vector.h"
#include "dawn/native/Error.h"
#include "dawn/native/Forward.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/ObjectBase.h"
#include "dawn/native/dawn_platform.h"
namespace tint {
enum class ResourceType : uint32_t;
} // namespace tint
namespace dawn::native {
// Returns the order in which we will put the default bindings at the end of the dynamic binding
// array.
// TODO(https://issues.chromium.org/463925499): Take the device in parameter to know if we have
// sampling vs. full resource table.
ityp::span<ResourceTableSlot, const tint::ResourceType> GetDefaultResourceOrder();
ResourceTableSlot GetDefaultResourceCount();
MaybeError ValidateResourceTableDescriptor(const DeviceBase* device,
const ResourceTableDescriptor* descriptor);
// ResourceTableBase implements the frontend tracking for GPUResourceTable, a sparse array of
// heterogeneous resources that can be accessed in shaders. It needs logic for multiple aspects:
//
// - Its content at a slot can only be updated when known unused, and part of the validation for
// the mutation needs to run immediately to match what would happen on the WebGPU "content
// timeline".
// - Error resource table still need to work for that "content-timeline" validation.
// - A metadata buffer is kept up to date, that tells the shader-side validation if and how a slot
// may be accessed. Tint enum values are used since Tint is the place where shader-side
// validation is implemented..
// - The updates of resources in slots and of the metadata buffer are batched.
// - Textures must be pinned to be accessible via the resource table, which requires
// bidirectional communication so that textures know in which slot they are and notify them of
// pinning/unpinning. This is why ResourceTable is WeakRefSupport.
// - Default resources are inserted at the end of the table, in a way invisible to the
// application, which means that there are two different sizes for the table (the API visible
// size and the real one).
class ResourceTableBase : public ApiObjectBase, public WeakRefSupport<ResourceTableBase> {
public:
static Ref<ResourceTableBase> MakeError(DeviceBase* device,
const ResourceTableDescriptor* descriptor);
ObjectType GetType() const override;
// Return the API visible size that was passed in the descriptor (or 0 for destroyed tables).
ResourceTableSlot GetAPISize() const;
// Return the size, taking into account space needed for default resources. Most code outside
// validation should use this getter for the size.
ResourceTableSlot GetSizeWithDefaultResources() const;
BufferBase* GetMetadataBuffer() const;
bool IsDestroyed() const;
MaybeError ValidateCanUseInSubmitNow() const;
// Methods used by resources to notify when pinning state changes, which in turns may need to
// update the contents of the metadata buffer.
void OnPinned(ResourceTableSlot slot, TextureBase* texture);
void OnUnpinned(ResourceTableSlot slot, TextureBase* texture);
// Dawn API
void APIDestroy();
wgpu::Status APIUpdate(uint32_t slot, const BindingResource* resource);
uint32_t APIInsertBinding(const BindingResource* resource);
wgpu::Status APIRemoveBinding(uint32_t slot);
uint32_t APIGetSize() const;
protected:
ResourceTableBase(DeviceBase* device, const ResourceTableDescriptor* descriptor);
MaybeError InitializeBase();
void DestroyImpl(DestroyReason reason) override;
// Methods that mutate the state of resources in the table. They keep track of the necessary
// metadata buffer updates required for dynamic type checks in the shader to match what's in the
// table. `contents` can contain no resources, this is useful to mark the slot used even when an
// error happens, to match what client-side validation would do.
void Update(ResourceTableSlot slot, const BindingResource* contents);
void Remove(ResourceTableSlot slot);
// Performs the steps for wgpu::ResourceTable::Update that are after the validation returning a
// synchronous error. This is to allow factoring the code between APIUpdate and
// APIInsertBinding.
void UpdateWithDeviceValidation(ResourceTableSlot slot,
const BindingResource* resource,
std::string_view methodName);
// AcquireDirtySlotUpdates returns all the batched updates that need to be applied before uses
// of the ResourceTable (since the last call to AcquireDirtySlotUpdates or creation of the
// ResourceTable).
struct MetadataUpdate {
uint32_t offset;
uint32_t data;
};
struct ResourceUpdate {
ResourceTableSlot slot;
TextureViewBase* textureView = nullptr;
};
struct Updates {
std::vector<MetadataUpdate> metadataUpdates;
std::vector<ResourceUpdate> resourceUpdates;
};
Updates AcquireDirtySlotUpdates();
private:
ResourceTableBase(DeviceBase* device,
const ResourceTableDescriptor* descriptor,
ObjectBase::ErrorTag tag);
bool IsValidSlot(ResourceTableSlot slot) const;
// Helper method that does the bulk of the shared work between Update and RemoveBinding.
void SetEntry(ResourceTableSlot slot, const BindingResource* contents);
// Helper method that must be called when anything in the SlotState changes (except
// `availableAfter`), so that the slot updates are included in the next batch of updates.
void MarkStateDirty(ResourceTableSlot slot);
ResourceTableSlot mAPISize = ResourceTableSlot(0);
bool mDestroyed = false;
// Buffer that contains a WGSL metadata struct of the following shape:
//
// struct Metadata {
// arrayLength: u32, // Doesn't include the default resources
// slots: array<u32>, // One entry per slot, including slots for default resources
// }
Ref<BufferBase> mMetadataBuffer;
struct SlotState {
Ref<TextureViewBase> resource;
// Matches the value of the Tint enum for type IDs but kept as u32 to keep usage of Tint
// headers local.
tint::ResourceType typeId = tint::ResourceType(0);
ExecutionSerial availableAfter = kBeginningOfGPUTime;
bool dirty = false;
bool resourceDirty = false; // resourceDirty implies dirty.
bool pinned = false;
};
ityp::vector<ResourceTableSlot, SlotState> mSlots;
// The list of slots that need to be updated before the next use of the dynamic array.
std::vector<ResourceTableSlot> mDirtySlots;
};
// Used to cache the default resources on the device so they can be reused between resource tables.
class ResourceTableDefaultResources : public NonMovable {
public:
ResultOrError<ityp::span<ResourceTableSlot, Ref<TextureViewBase>>>
GetOrCreateSampledTextureDefaults(DeviceBase* device);
private:
ityp::vector<ResourceTableSlot, Ref<TextureViewBase>> mSampledTextureDefaults;
};
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_RESOURCETABLE_H_