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// Copyright 2023 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
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn/native/Error.h"
#include "dawn/native/IntegerTypes.h"
namespace dawn::native {
// Represents an engine which processes a stream of GPU work. It handles the tracking and
// update of the various ExecutionSerials related to that work.
class ExecutionQueueBase {
// The latest serial known to have completed execution on the queue.
ExecutionSerial GetCompletedCommandSerial() const;
// The serial of the latest batch of work sent for execution.
ExecutionSerial GetLastSubmittedCommandSerial() const;
// The serial of the batch that is currently pending submission.
ExecutionSerial GetPendingCommandSerial() const;
// The serial by which time all currently submitted or pending operations will be completed.
ExecutionSerial GetScheduledWorkDoneSerial() const;
// Whether the execution queue has scheduled commands to be submitted or executing.
bool HasScheduledCommands() const;
// Check for passed fences and set the new completed serial.
MaybeError CheckPassedSerials();
// For the commands being internally recorded in backend, that were not urgent to submit, this
// method makes them to be submitted as soon as possible in next ticks.
virtual void ForceEventualFlushOfCommands() = 0;
// During shut down of device, some operations might have been started since the last submit
// and waiting on a serial that doesn't have a corresponding fence enqueued. Fake serials to
// make all commands look completed.
void AssumeCommandsComplete();
// Increment mLastSubmittedSerial when we submit the next serial
void IncrementLastSubmittedCommandSerial();
// WaitForIdleForDestruction waits for GPU to finish, checks errors and gets ready for
// destruction. This is only used when properly destructing the device. For a real
// device loss, this function doesn't need to be called since the driver already closed all
// resources.
virtual MaybeError WaitForIdleForDestruction() = 0;
// In the 'Normal' mode, currently recorded commands in the backend submitted in the next Tick.
// However in the 'Passive' mode, the submission will be postponed as late as possible, for
// example, until the client has explictly issued a submission.
enum class SubmitMode { Normal, Passive };
// Each backend should implement to check their passed fences if there are any and return a
// completed serial. Return 0 should indicate no fences to check.
virtual ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() = 0;
// mCompletedSerial tracks the last completed command serial that the fence has returned.
// mLastSubmittedSerial tracks the last submitted command serial.
// During device removal, the serials could be artificially incremented
// to make it appear as if commands have been compeleted.
ExecutionSerial mCompletedSerial = kBeginningOfGPUTime;
ExecutionSerial mLastSubmittedSerial = kBeginningOfGPUTime;
// Indicates whether the backend has pending commands to be submitted as soon as possible.
virtual bool HasPendingCommands() const = 0;
} // namespace dawn::native