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// Copyright 2021 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/wire/client/ShaderModule.h"
#include <memory>
#include <utility>
#include "dawn/wire/client/Client.h"
#include "partition_alloc/pointers/raw_ptr.h"
namespace dawn::wire::client {
class ShaderModule::CompilationInfoEvent final : public TrackedEvent {
public:
static constexpr EventType kType = EventType::CompilationInfo;
CompilationInfoEvent(const WGPUCompilationInfoCallbackInfo2& callbackInfo,
Ref<ShaderModule> shader)
: TrackedEvent(callbackInfo.mode),
mCallback(callbackInfo.callback),
mUserdata1(callbackInfo.userdata1),
mUserdata2(callbackInfo.userdata2),
mShader(std::move(shader)) {
DAWN_ASSERT(mShader != nullptr);
}
EventType GetType() override { return kType; }
WireResult ReadyHook(FutureID futureId,
WGPUCompilationInfoRequestStatus status,
const WGPUCompilationInfo* info) {
if (mShader->mCompilationInfo) {
// If we already cached the compilation info on the shader, we don't need to do it
// again. This can happen if we were to call GetCompilationInfo multiple times before
// the wire flushes.
return ReadyHook(futureId);
}
mStatus = status;
mShader->mMessageStrings.reserve(info->messageCount);
mShader->mMessages.reserve(info->messageCount);
for (size_t i = 0; i < info->messageCount; i++) {
mShader->mMessageStrings.push_back(info->messages[i].message);
mShader->mMessages.push_back(info->messages[i]);
mShader->mMessages[i].message = mShader->mMessageStrings[i].c_str();
}
mShader->mCompilationInfo = {nullptr, mShader->mMessages.size(), mShader->mMessages.data()};
return WireResult::Success;
}
WireResult ReadyHook(FutureID futureId) {
// We call this ReadyHook when we already have a cached compilation on the shader (usually
// from a previous GetCompilationInfo call).
DAWN_ASSERT(mShader->mCompilationInfo);
mStatus = WGPUCompilationInfoRequestStatus_Success;
return WireResult::Success;
}
private:
void CompleteImpl(FutureID futureID, EventCompletionType completionType) override {
WGPUCompilationInfo* compilationInfo = nullptr;
if (completionType == EventCompletionType::Shutdown) {
mStatus = WGPUCompilationInfoRequestStatus_InstanceDropped;
} else {
compilationInfo = &(*mShader->mCompilationInfo);
}
void* userdata1 = mUserdata1.ExtractAsDangling();
void* userdata2 = mUserdata2.ExtractAsDangling();
if (mCallback) {
mCallback(mStatus, compilationInfo, userdata1, userdata2);
}
}
WGPUCompilationInfoCallback2 mCallback;
raw_ptr<void> mUserdata1;
raw_ptr<void> mUserdata2;
WGPUCompilationInfoRequestStatus mStatus;
// Strong reference to the shader so that when we call the callback we can pass the
// compilation info from `mShader`.
Ref<ShaderModule> mShader;
};
ObjectType ShaderModule::GetObjectType() const {
return ObjectType::ShaderModule;
}
namespace {
void DefaultGetCompilationInfoCallback(WGPUCompilationInfoRequestStatus status,
const WGPUCompilationInfo* compilationInfo,
void* callback,
void* userdata) {
if (callback == nullptr) {
DAWN_ASSERT(userdata == nullptr);
return;
}
auto cb = reinterpret_cast<WGPUCompilationInfoCallback>(callback);
cb(status, compilationInfo, userdata);
}
} // anonymous namespace
void ShaderModule::GetCompilationInfo(WGPUCompilationInfoCallback callback, void* userdata) {
if (callback == nullptr) {
DAWN_ASSERT(userdata == nullptr);
return;
}
GetCompilationInfo2({nullptr, WGPUCallbackMode_AllowSpontaneous,
&DefaultGetCompilationInfoCallback, reinterpret_cast<void*>(callback),
userdata});
}
WGPUFuture ShaderModule::GetCompilationInfoF(const WGPUCompilationInfoCallbackInfo& callbackInfo) {
return GetCompilationInfo2(
{callbackInfo.nextInChain, callbackInfo.mode, &DefaultGetCompilationInfoCallback,
reinterpret_cast<void*>(callbackInfo.callback), callbackInfo.userdata});
}
WGPUFuture ShaderModule::GetCompilationInfo2(const WGPUCompilationInfoCallbackInfo2& callbackInfo) {
auto [futureIDInternal, tracked] =
GetEventManager().TrackEvent(std::make_unique<CompilationInfoEvent>(callbackInfo, this));
if (!tracked) {
return {futureIDInternal};
}
// If we already have a cached compilation info object, we can set it ready now.
if (mCompilationInfo) {
DAWN_CHECK(GetEventManager().SetFutureReady<CompilationInfoEvent>(futureIDInternal) ==
WireResult::Success);
return {futureIDInternal};
}
ShaderModuleGetCompilationInfoCmd cmd;
cmd.shaderModuleId = GetWireId();
cmd.eventManagerHandle = GetEventManagerHandle();
cmd.future = {futureIDInternal};
GetClient()->SerializeCommand(cmd);
return {futureIDInternal};
}
WireResult Client::DoShaderModuleGetCompilationInfoCallback(ObjectHandle eventManager,
WGPUFuture future,
WGPUCompilationInfoRequestStatus status,
const WGPUCompilationInfo* info) {
return GetEventManager(eventManager)
.SetFutureReady<ShaderModule::CompilationInfoEvent>(future.id, status, info);
}
} // namespace dawn::wire::client