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// Copyright 2019 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 "dawn/native/EncodingContext.h"
#include "dawn/common/Assert.h"
#include "dawn/native/CommandEncoder.h"
#include "dawn/native/Commands.h"
#include "dawn/native/Device.h"
#include "dawn/native/ErrorData.h"
#include "dawn/native/IndirectDrawValidationEncoder.h"
#include "dawn/native/RenderBundleEncoder.h"
namespace dawn::native {
EncodingContext::EncodingContext(DeviceBase* device, const ApiObjectBase* initialEncoder)
: mDevice(device),
mTopLevelEncoder(initialEncoder),
mCurrentEncoder(initialEncoder),
mDestroyed(device->IsLost()) {}
EncodingContext::~EncodingContext() {
Destroy();
}
void EncodingContext::Destroy() {
if (mDestroyed) {
return;
}
if (!mWereCommandsAcquired) {
FreeCommands(GetIterator());
}
// If we weren't already finished, then we want to handle an error here so that any calls
// to Finish after Destroy will return a meaningful error.
if (!IsFinished()) {
HandleError(DAWN_VALIDATION_ERROR("Destroyed encoder cannot be finished."));
}
mDestroyed = true;
mCurrentEncoder = nullptr;
}
CommandIterator EncodingContext::AcquireCommands() {
MoveToIterator();
ASSERT(!mWereCommandsAcquired);
mWereCommandsAcquired = true;
return std::move(mIterator);
}
CommandIterator* EncodingContext::GetIterator() {
MoveToIterator();
ASSERT(!mWereCommandsAcquired);
return &mIterator;
}
void EncodingContext::MoveToIterator() {
CommitCommands(std::move(mPendingCommands));
if (!mWasMovedToIterator) {
mIterator.AcquireCommandBlocks(std::move(mAllocators));
mWasMovedToIterator = true;
}
}
void EncodingContext::HandleError(std::unique_ptr<ErrorData> error) {
// Append in reverse so that the most recently set debug group is printed first, like a
// call stack.
for (auto iter = mDebugGroupLabels.rbegin(); iter != mDebugGroupLabels.rend(); ++iter) {
error->AppendDebugGroup(*iter);
}
if (!IsFinished()) {
// Encoding should only generate validation errors.
ASSERT(error->GetType() == InternalErrorType::Validation);
// If the encoding context is not finished, errors are deferred until
// Finish() is called.
if (mError == nullptr) {
mError = std::move(error);
}
} else {
// EncodingContext is unprotected from multiple threads by default, but this code will
// modify Device's internal states so we need to lock the device now.
auto deviceLock(mDevice->GetScopedLock());
mDevice->HandleError(std::move(error));
}
}
void EncodingContext::WillBeginRenderPass() {
ASSERT(mCurrentEncoder == mTopLevelEncoder);
if (mDevice->IsValidationEnabled() || mDevice->MayRequireDuplicationOfIndirectParameters()) {
// When validation is enabled or indirect parameters require duplication, we are going
// to want to capture all commands encoded between and including BeginRenderPassCmd and
// EndRenderPassCmd, and defer their sequencing util after we have a chance to insert
// any necessary validation or duplication commands. To support this we commit any
// current commands now, so that the impending BeginRenderPassCmd starts in a fresh
// CommandAllocator.
CommitCommands(std::move(mPendingCommands));
}
}
void EncodingContext::EnterPass(const ApiObjectBase* passEncoder) {
// Assert we're at the top level.
ASSERT(mCurrentEncoder == mTopLevelEncoder);
ASSERT(passEncoder != nullptr);
mCurrentEncoder = passEncoder;
}
MaybeError EncodingContext::ExitRenderPass(const ApiObjectBase* passEncoder,
RenderPassResourceUsageTracker usageTracker,
CommandEncoder* commandEncoder,
IndirectDrawMetadata indirectDrawMetadata) {
ASSERT(mCurrentEncoder != mTopLevelEncoder);
ASSERT(mCurrentEncoder == passEncoder);
mCurrentEncoder = mTopLevelEncoder;
if (mDevice->IsValidationEnabled() || mDevice->MayRequireDuplicationOfIndirectParameters()) {
// With validation enabled, commands were committed just before BeginRenderPassCmd was
// encoded by our RenderPassEncoder (see WillBeginRenderPass above). This means
// mPendingCommands contains only the commands from BeginRenderPassCmd to
// EndRenderPassCmd, inclusive. Now we swap out this allocator with a fresh one to give
// the validation encoder a chance to insert its commands first.
// Note: If encoding validation commands fails, no commands should be in mPendingCommands,
// so swap back the renderCommands to ensure that they are not leaked.
CommandAllocator renderCommands = std::move(mPendingCommands);
// The below function might create new resources. Device must already be locked via
// renderpassEncoder's APIEnd().
// TODO(crbug.com/dawn/1618): In future, all temp resources should be created at
// Command Submit time, so the locking would be removed from here at that point.
{
ASSERT(mDevice->IsLockedByCurrentThreadIfNeeded());
DAWN_TRY_WITH_CLEANUP(
EncodeIndirectDrawValidationCommands(mDevice, commandEncoder, &usageTracker,
&indirectDrawMetadata),
{ mPendingCommands = std::move(renderCommands); });
}
CommitCommands(std::move(mPendingCommands));
CommitCommands(std::move(renderCommands));
}
mRenderPassUsages.push_back(usageTracker.AcquireResourceUsage());
return {};
}
void EncodingContext::ExitComputePass(const ApiObjectBase* passEncoder,
ComputePassResourceUsage usages) {
ASSERT(mCurrentEncoder != mTopLevelEncoder);
ASSERT(mCurrentEncoder == passEncoder);
mCurrentEncoder = mTopLevelEncoder;
mComputePassUsages.push_back(std::move(usages));
}
void EncodingContext::EnsurePassExited(const ApiObjectBase* passEncoder) {
if (mCurrentEncoder != mTopLevelEncoder && mCurrentEncoder == passEncoder) {
// The current pass encoder is being deleted. Implicitly end the pass with an error.
mCurrentEncoder = mTopLevelEncoder;
HandleError(DAWN_VALIDATION_ERROR("Command buffer recording ended before %s was ended.",
passEncoder));
}
}
const RenderPassUsages& EncodingContext::GetRenderPassUsages() const {
ASSERT(!mWereRenderPassUsagesAcquired);
return mRenderPassUsages;
}
RenderPassUsages EncodingContext::AcquireRenderPassUsages() {
ASSERT(!mWereRenderPassUsagesAcquired);
mWereRenderPassUsagesAcquired = true;
return std::move(mRenderPassUsages);
}
const ComputePassUsages& EncodingContext::GetComputePassUsages() const {
ASSERT(!mWereComputePassUsagesAcquired);
return mComputePassUsages;
}
ComputePassUsages EncodingContext::AcquireComputePassUsages() {
ASSERT(!mWereComputePassUsagesAcquired);
mWereComputePassUsagesAcquired = true;
return std::move(mComputePassUsages);
}
void EncodingContext::PushDebugGroupLabel(const char* groupLabel) {
mDebugGroupLabels.emplace_back(groupLabel);
}
void EncodingContext::PopDebugGroupLabel() {
mDebugGroupLabels.pop_back();
}
MaybeError EncodingContext::Finish() {
DAWN_INVALID_IF(IsFinished(), "Command encoding already finished.");
const ApiObjectBase* currentEncoder = mCurrentEncoder;
const ApiObjectBase* topLevelEncoder = mTopLevelEncoder;
// Even if finish validation fails, it is now invalid to call any encoding commands,
// so we clear the encoders. Note: mTopLevelEncoder == nullptr is used as a flag for
// if Finish() has been called.
mCurrentEncoder = nullptr;
mTopLevelEncoder = nullptr;
CommitCommands(std::move(mPendingCommands));
if (mError != nullptr) {
return std::move(mError);
}
DAWN_INVALID_IF(currentEncoder != topLevelEncoder,
"Command buffer recording ended before %s was ended.", currentEncoder);
return {};
}
void EncodingContext::CommitCommands(CommandAllocator allocator) {
if (!allocator.IsEmpty()) {
mAllocators.push_back(std::move(allocator));
}
}
bool EncodingContext::IsFinished() const {
return mTopLevelEncoder == nullptr;
}
} // namespace dawn::native