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// Copyright 2024 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,
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_SHAREDRESOURCEMEMORY_H_
#define SRC_DAWN_NATIVE_SHAREDRESOURCEMEMORY_H_
#include "absl/container/inlined_vector.h"
#include "dawn/common/WeakRef.h"
#include "dawn/common/WeakRefSupport.h"
#include "dawn/native/Error.h"
#include "dawn/native/Forward.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/ObjectBase.h"
#include "dawn/native/SharedFence.h"
#include "dawn/native/dawn_platform.h"
namespace dawn::native {
class SharedResourceMemoryContents;
enum SharedResourceAccessState { NotAccessed, ExclusiveRead, SimultaneousRead, Write };
class SharedResource : public ApiObjectBase {
public:
using ApiObjectBase::ApiObjectBase;
~SharedResource() override;
SharedResourceMemoryContents* GetSharedResourceMemoryContents() const;
// Set the resource state to allow access.
virtual void OnBeginAccess() = 0;
// Set the resource state to disallow access, and return the last usage serial.
virtual ExecutionSerial OnEndAccess() = 0;
// Check whether the resource may be accessed.
virtual bool HasAccess() const = 0;
virtual bool IsDestroyed() const = 0;
virtual void SetInitialized(bool initialized) = 0;
virtual bool IsInitialized() const = 0;
protected:
// The shared contents the resource was created from. May be null.
Ref<SharedResourceMemoryContents> mSharedResourceMemoryContents;
};
class SharedResourceMemory : public ApiObjectBase, public WeakRefSupport<SharedResourceMemory> {
public:
using PendingFenceList = absl::InlinedVector<FenceAndSignalValue, 1>;
~SharedResourceMemory() override;
void Initialize();
void DestroyImpl() override;
// Returns true if access was acquired. If it returns true, then APIEndAccess must
// be called to release access. Other errors may occur even if `true` is returned.
// Use an error scope to catch them.
wgpu::Status APIBeginAccess(TextureBase* texture,
const SharedTextureMemoryBeginAccessDescriptor* descriptor);
// Returns true if access was released.
wgpu::Status APIEndAccess(TextureBase* texture, SharedTextureMemoryEndAccessState* state);
// Returns true if access was acquired. If it returns true, then APIEndAccess must
// be called to release access. Other errors may occur even if `true` is returned.
// Use an error scope to catch them.
wgpu::Status APIBeginAccess(BufferBase* buffer,
const SharedBufferMemoryBeginAccessDescriptor* descriptor);
// Returns true if access was released.
wgpu::Status APIEndAccess(BufferBase* buffer, SharedBufferMemoryEndAccessState* state);
// Returns true iff the device passed to this object on creation is now lost.
// TODO(crbug.com/1506468): Eliminate this API once Chromium has been
// transitioned away from using it in favor of observing device lost events.
bool APIIsDeviceLost() const;
SharedResourceMemoryContents* GetContents() const;
// Validate that the resource was created from this SharedResourceMemory.
MaybeError ValidateResourceCreatedFromSelf(SharedResource* resource);
protected:
SharedResourceMemory(DeviceBase* device, ObjectBase::ErrorTag, StringView label);
using ApiObjectBase::ApiObjectBase;
private:
virtual Ref<SharedResourceMemoryContents> CreateContents();
template <typename Resource, typename BeginAccessDescriptor>
MaybeError BeginAccess(Resource* resource, const BeginAccessDescriptor* rawDescriptor);
template <typename Resource, typename EndAccessState>
MaybeError EndAccess(Resource* resource, EndAccessState* state);
template <typename Resource, typename EndAccessState>
ResultOrError<FenceAndSignalValue> EndAccessInternal(ExecutionSerial lastUsageSerial,
Resource* resource,
EndAccessState* rawState);
// BeginAccessImpl validates the operation is valid on the backend, and performs any
// backend specific operations. It does NOT need to acquire begin fences; that is done in the
// frontend in BeginAccess.
virtual MaybeError BeginAccessImpl(
TextureBase* texture,
const UnpackedPtr<SharedTextureMemoryBeginAccessDescriptor>& descriptor);
virtual MaybeError BeginAccessImpl(
BufferBase* buffer,
const UnpackedPtr<SharedBufferMemoryBeginAccessDescriptor>& descriptor);
// EndAccessImpl validates the operation is valid on the backend, and returns the end fence.
// It should also write out any backend specific state in chained out structs of EndAccessState.
virtual ResultOrError<FenceAndSignalValue> EndAccessImpl(
TextureBase* texture,
ExecutionSerial lastUsageSerial,
UnpackedPtr<SharedTextureMemoryEndAccessState>& state);
virtual ResultOrError<FenceAndSignalValue> EndAccessImpl(
BufferBase* buffer,
ExecutionSerial lastUsageSerial,
UnpackedPtr<SharedBufferMemoryEndAccessState>& state);
Ref<SharedResource> mExclusiveAccess;
Ref<SharedResourceMemoryContents> mContents;
};
// SharedResourceMemoryContents is a separate object because it needs to live as long as
// the SharedResourceMemory or any resources created from the SharedResourceMemory. This
// allows state and objects needed by the resource to persist after the
// SharedResourceMemory itself has been dropped.
class SharedResourceMemoryContents : public RefCounted {
public:
using PendingFenceList = SharedResourceMemory::PendingFenceList;
explicit SharedResourceMemoryContents(WeakRef<SharedResourceMemory> sharedResourceMemory);
void AcquirePendingFences(PendingFenceList* fences);
const WeakRef<SharedResourceMemory>& GetSharedResourceMemory() const;
bool HasWriteAccess() const;
bool HasExclusiveReadAccess() const;
int GetReadAccessCount() const;
private:
friend class SharedResourceMemory;
PendingFenceList mPendingFences;
SharedResourceAccessState mSharedResourceAccessState = SharedResourceAccessState::NotAccessed;
int mReadAccessCount = 0;
WeakRef<SharedResourceMemory> mSharedResourceMemory;
};
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_SHAREDRESOURCEMEMORY_H_