blob: db755ff4b86dbe4f4bf41f03c2fe4a2bae358fda [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.
#include "dawn/native/webgpu/BindGroupWGPU.h"
#include "absl/container/inlined_vector.h"
#include "dawn/common/StringViewUtils.h"
#include "dawn/native/webgpu/BindGroupLayoutWGPU.h"
#include "dawn/native/webgpu/BufferWGPU.h"
#include "dawn/native/webgpu/DeviceWGPU.h"
#include "dawn/native/webgpu/TextureWGPU.h"
namespace dawn::native::webgpu {
namespace {
WGPUBindGroupEntry ToWGPU(const BindGroupEntry* entry) {
return {
.nextInChain = nullptr,
.binding = entry->binding,
.buffer = entry->buffer == nullptr ? nullptr : ToBackend(entry->buffer)->GetInnerHandle(),
.offset = entry->offset,
.size = entry->size,
// TODO(crbug.com/413053623): replace with the following when the object implementation is
// done.
.sampler = nullptr,
.textureView = entry->textureView == nullptr
? nullptr
: ToBackend(entry->textureView)->GetInnerHandle(),
};
}
class ComboBindGroupDescriptor {
public:
explicit ComboBindGroupDescriptor(const BindGroupDescriptor* desc) {
mDesc.nextInChain = nullptr;
mDesc.label = ToOutputStringView(desc->label);
mDesc.layout = ToBackend(desc->layout->GetInternalBindGroupLayout())->GetInnerHandle();
mDesc.entryCount = desc->entryCount;
for (uint32_t i = 0; i < desc->entryCount; ++i) {
mEntries.push_back(ToWGPU(&desc->entries[i]));
}
mDesc.entries = mEntries.data();
}
const WGPUBindGroupDescriptor* Get() const { return &mDesc; }
private:
WGPUBindGroupDescriptor mDesc;
absl::InlinedVector<WGPUBindGroupEntry, 8> mEntries;
};
} // namespace
// static
ResultOrError<Ref<BindGroup>> BindGroup::Create(
Device* device,
const UnpackedPtr<BindGroupDescriptor>& descriptor) {
Ref<BindGroup> bindGroup =
ToBackend(descriptor->layout->GetInternalBindGroupLayout())->AllocateBindGroup(descriptor);
DAWN_TRY(bindGroup->Initialize(descriptor));
return bindGroup;
}
BindGroup::BindGroup(Device* device, const UnpackedPtr<BindGroupDescriptor>& descriptor)
: BindGroupBase(this, device, descriptor), ObjectWGPU(device->wgpu.bindGroupRelease) {
ComboBindGroupDescriptor desc(*descriptor);
mInnerHandle =
ToBackend(GetDevice())
->wgpu.deviceCreateBindGroup(ToBackend(GetDevice())->GetInnerHandle(), desc.Get());
DAWN_ASSERT(mInnerHandle);
}
MaybeError BindGroup::InitializeImpl() {
return {};
}
void BindGroup::DeleteThis() {
// This function must first run the destructor and then deallocate memory. Take a reference to
// the BindGroupLayout+SlabAllocator before running the destructor so this function can access
// it afterwards and it's not destroyed prematurely.
Ref<BindGroupLayout> layout = ToBackend(GetLayout());
BindGroupBase::DeleteThis();
layout->DeallocateBindGroup(this);
}
} // namespace dawn::native::webgpu