| // 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 |
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| // 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_ |