blob: 50eb020195fef7a47cf86dccc1fe5a49d8144ed0 [file] [log] [blame]
// Copyright 2021 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "src/dawn_node/binding/GPU.h"
#include "src/dawn_node/binding/GPUAdapter.h"
#include <cstdlib>
#if defined(_WIN32)
# include <Windows.h>
#endif
namespace {
std::string GetEnvVar(const char* varName) {
#if defined(_WIN32)
// Use _dupenv_s to avoid unsafe warnings about std::getenv
char* value = nullptr;
_dupenv_s(&value, nullptr, varName);
if (value) {
std::string result = value;
free(value);
return result;
}
return "";
#else
if (auto* val = std::getenv(varName)) {
return val;
}
return "";
#endif
}
void SetDllDir(const char* dir) {
(void)dir;
#if defined(_WIN32)
::SetDllDirectory(dir);
#endif
}
} // namespace
namespace wgpu { namespace binding {
////////////////////////////////////////////////////////////////////////////////
// wgpu::bindings::GPU
////////////////////////////////////////////////////////////////////////////////
GPU::GPU(Flags flags) : flags_(std::move(flags)) {
// TODO: Disable in 'release'
instance_.EnableBackendValidation(true);
instance_.SetBackendValidationLevel(dawn_native::BackendValidationLevel::Full);
// Setting the DllDir changes where we load adapter DLLs from (e.g. d3dcompiler_47.dll)
if (auto dir = flags_.Get("dlldir")) {
SetDllDir(dir->c_str());
}
instance_.DiscoverDefaultAdapters();
}
interop::Promise<std::optional<interop::Interface<interop::GPUAdapter>>> GPU::requestAdapter(
Napi::Env env,
interop::GPURequestAdapterOptions options) {
auto promise = interop::Promise<std::optional<interop::Interface<interop::GPUAdapter>>>(
env, PROMISE_INFO);
if (options.forceFallbackAdapter) {
// Software adapters are not currently supported.
promise.Resolve({});
return promise;
}
auto adapters = instance_.GetAdapters();
if (adapters.empty()) {
promise.Resolve({});
return promise;
}
#if defined(_WIN32)
constexpr auto defaultBackendType = wgpu::BackendType::D3D12;
#elif defined(__linux__)
constexpr auto defaultBackendType = wgpu::BackendType::Vulkan;
#elif defined(__APPLE__)
constexpr auto defaultBackendType = wgpu::BackendType::Metal;
#else
# error "Unsupported platform"
#endif
auto targetBackendType = defaultBackendType;
std::string forceBackend;
// Check for override from env var
if (std::string envVar = GetEnvVar("DAWNNODE_BACKEND"); !envVar.empty()) {
forceBackend = envVar;
}
// Check for override from flag
if (auto f = flags_.Get("dawn-backend")) {
forceBackend = *f;
}
std::transform(forceBackend.begin(), forceBackend.end(), forceBackend.begin(),
[](char c) { return std::tolower(c); });
if (!forceBackend.empty()) {
if (forceBackend == "null") {
targetBackendType = wgpu::BackendType::Null;
} else if (forceBackend == "webgpu") {
targetBackendType = wgpu::BackendType::WebGPU;
} else if (forceBackend == "d3d11") {
targetBackendType = wgpu::BackendType::D3D11;
} else if (forceBackend == "d3d12" || forceBackend == "d3d") {
targetBackendType = wgpu::BackendType::D3D12;
} else if (forceBackend == "metal") {
targetBackendType = wgpu::BackendType::Metal;
} else if (forceBackend == "vulkan" || forceBackend == "vk") {
targetBackendType = wgpu::BackendType::Vulkan;
} else if (forceBackend == "opengl" || forceBackend == "gl") {
targetBackendType = wgpu::BackendType::OpenGL;
} else if (forceBackend == "opengles" || forceBackend == "gles") {
targetBackendType = wgpu::BackendType::OpenGLES;
}
}
// Default to first adapter if we don't find a match
size_t adapterIndex = 0;
for (size_t i = 0; i < adapters.size(); ++i) {
wgpu::AdapterProperties props;
adapters[i].GetProperties(&props);
if (props.backendType == targetBackendType) {
adapterIndex = i;
break;
}
}
auto adapter = GPUAdapter::Create<GPUAdapter>(env, adapters[adapterIndex], flags_);
promise.Resolve(std::optional<interop::Interface<interop::GPUAdapter>>(adapter));
return promise;
}
}} // namespace wgpu::binding