blob: caa5f1a880528a1e444ff396e1b5a845e6a49508 [file]
// 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_REPLAY_REPLAY_H_
#define SRC_DAWN_REPLAY_REPLAY_H_
#include <webgpu/webgpu_cpp.h>
#include <memory>
#include <ranges>
#include <string>
#include <variant>
#include <vector>
#include "absl/container/flat_hash_map.h"
#include "dawn/replay/Capture.h"
#include "dawn/replay/Deserialization.h"
namespace dawn::replay {
typedef std::variant<wgpu::Buffer, wgpu::Texture> Resource;
struct LabeledResource {
std::string label;
Resource resource;
};
// Replays a capture. For now we only support replaying the entire capture.
// In the future we'd like to be able to replay up to a certain point.
class Replay {
public:
static std::unique_ptr<Replay> Create(wgpu::Device device, const Capture* capture);
MaybeError Play();
// Gets the first object of type T with the given label, or nullptr if not
// found. Note: We don't too much care this is slow as mostly used for
// testing and debugging.
template <typename T>
T GetObjectByLabel(const char* label) const {
auto isLabel = [label](const LabeledResource& res) { return res.label == label; };
auto resourcesWithMachingLabel =
mResources | std::views::values | std::views::filter(isLabel);
for (const auto& res : resourcesWithMachingLabel) {
const T* p = std::get_if<T>(&res.resource);
if (p) {
return *p;
}
}
return nullptr;
}
template <typename T>
T GetObjectById(schema::ObjectId id) const {
auto iter = mResources.find(id);
const T* p = std::get_if<T>(&iter->second.resource);
return *p;
}
private:
Replay(wgpu::Device device, const Capture* capture);
MaybeError CreateResource(wgpu::Device device, ReadHead& readHead);
wgpu::Device mDevice;
const Capture* mCapture;
using IdToResourceMap = absl::flat_hash_map<schema::ObjectId, LabeledResource>;
IdToResourceMap mResources;
};
} // namespace dawn::replay
#endif // SRC_DAWN_REPLAY_REPLAY_H_