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// Copyright 2023 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_EXECUTIONQUEUE_H_
#define SRC_DAWN_NATIVE_EXECUTIONQUEUE_H_
#include <atomic>
#include <condition_variable>
#include <functional>
#include <mutex>
#include "dawn/common/MutexProtected.h"
#include "dawn/common/SerialMap.h"
#include "dawn/common/Time.h"
#include "dawn/native/Error.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/ObjectBase.h"
#include "partition_alloc/pointers/raw_ptr.h"
namespace dawn::native {
// Represents an engine which processes a stream of GPU work. It handles the tracking and
// update of the various ExecutionSerials related to that work.
// TODO(dawn:831, dawn:1413): Make usage of the ExecutionQueue thread-safe. Right now it is
// only partially safe - where observation of the last-submitted and pending serials is atomic.
class ExecutionQueueBase : public ApiObjectBase {
public:
using Task = std::function<void()>;
// The latest serial known to have completed execution on the queue.
ExecutionSerial GetCompletedCommandSerial() const;
// The serial of the latest batch of work sent for execution.
ExecutionSerial GetLastSubmittedCommandSerial() const;
// The serial of the batch that is currently pending submission.
ExecutionSerial GetPendingCommandSerial() const;
// The serial by which time all currently submitted or pending operations will be completed.
ExecutionSerial GetScheduledWorkDoneSerial() const;
// Whether the execution queue has scheduled commands to be submitted or executing.
bool HasScheduledCommands() const;
// Check for passed fences and set the new completed serial. Note that the two functions below
// effectively do the same thing initially, however, |UpdateCompletedSerials| may additionally
// trigger user callbacks. Note that for the purpose of going forwards, |CheckPassedSerials|
// should not be used anymore.
// TODO(crbug.com/42240396): Remove |CheckPassedSerials| in favor of |UpdateCompletedSerial|.
MaybeError CheckPassedSerials();
MaybeError UpdateCompletedSerial();
// For the commands being internally recorded in backend, that were not urgent to submit, this
// method makes them to be submitted as soon as possible in next ticks.
virtual void ForceEventualFlushOfCommands() = 0;
// Ensures that all commands which were recorded are flushed upto the given serial.
MaybeError EnsureCommandsFlushed(ExecutionSerial serial);
// Submit any pending commands that are enqueued.
MaybeError SubmitPendingCommands();
// 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();
// Increment mLastSubmittedSerial when we submit the next serial
void IncrementLastSubmittedCommandSerial();
// 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.
MaybeError WaitForIdleForDestruction();
// Wait at most `timeout` synchronously for the ExecutionSerial to pass.
MaybeError WaitForQueueSerial(ExecutionSerial serial, Nanoseconds timeout);
// Tracks new tasks to complete when |serial| is reached.
void TrackSerialTask(ExecutionSerial serial, Task&& task);
// In the 'Normal' mode, currently recorded commands in the backend submitted in the next Tick.
// However in the 'Passive' mode, the submission will be postponed as late as possible, for
// example, until the client has explictly issued a submission.
enum class SubmitMode { Normal, Passive };
protected:
using ApiObjectBase::ApiObjectBase;
~ExecutionQueueBase() override;
static constexpr ExecutionSerial kWaitSerialTimeout = kBeginningOfGPUTime;
// Currently, the queue has two paths for serial updating, one is via DeviceBase::Tick which
// calls into the backend specific polling mechanisms implemented in
// CheckAndUpdateCompletedSerials. Alternatively, the backend can actively call
// UpdateCompletedSerialTo when a new serial is complete to make forward progress proactively.
void UpdateCompletedSerialTo(ExecutionSerial completedSerial);
private:
// 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 ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() = 0;
// Backend specific wait function, returns kWaitSerialTimeout if we did not successfully wait
// for |waitSerial|.
virtual ResultOrError<ExecutionSerial> WaitForQueueSerialImpl(ExecutionSerial waitSerial,
Nanoseconds timeout) = 0;
// Backend specific wait for idle function.
virtual MaybeError WaitForIdleForDestructionImpl() = 0;
// Indicates whether the backend has pending commands to be submitted as soon as possible.
virtual bool HasPendingCommands() const = 0;
// Submit any pending commands that are enqueued.
virtual MaybeError SubmitPendingCommandsImpl() = 0;
void UpdateCompletedSerialToInternal(ExecutionSerial completedSerial, bool forceTasks = false);
// |mCompletedSerial| tracks the last completed command serial that the fence has returned. This
// is currently implicitly guarded by the lock for |mWaitingTasks| since we only update this
// value when holding that lock.
// |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 completed.
std::atomic<uint64_t> mCompletedSerial = static_cast<uint64_t>(kBeginningOfGPUTime);
std::atomic<uint64_t> mLastSubmittedSerial = static_cast<uint64_t>(kBeginningOfGPUTime);
// Mutex, condition variable, and boolean statuses are used by the class to synchronize task
// completion to ensure that:
// 1) Callback ordering is guaranteed.
// 2) Re-entrant callbacks do not cause lock-inversion issues w.r.t this lock and the
// device lock.
std::mutex mMutex;
std::condition_variable mCv;
bool mCallingCallbacks = false;
bool mWaitingForIdle = false;
bool mAssumeCompleted = false;
SerialMap<ExecutionSerial, Task> mWaitingTasks;
};
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_EXECUTIONQUEUE_H_