| // Copyright 2017 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. |
| |
| #ifndef DAWNNATIVE_DEVICE_H_ |
| #define DAWNNATIVE_DEVICE_H_ |
| |
| #include "common/Serial.h" |
| #include "dawn_native/Error.h" |
| #include "dawn_native/Extensions.h" |
| #include "dawn_native/Format.h" |
| #include "dawn_native/Forward.h" |
| #include "dawn_native/ObjectBase.h" |
| #include "dawn_native/Toggles.h" |
| |
| #include "dawn_native/DawnNative.h" |
| #include "dawn_native/dawn_platform.h" |
| |
| #include <memory> |
| |
| namespace dawn_native { |
| class AdapterBase; |
| class AttachmentState; |
| class AttachmentStateBlueprint; |
| class BindGroupLayoutBase; |
| class DynamicUploader; |
| class ErrorScope; |
| class ErrorScopeTracker; |
| class FenceSignalTracker; |
| class StagingBufferBase; |
| |
| class DeviceBase { |
| public: |
| DeviceBase(AdapterBase* adapter, const DeviceDescriptor* descriptor); |
| virtual ~DeviceBase(); |
| |
| void HandleError(InternalErrorType type, const char* message); |
| |
| bool ConsumedError(MaybeError maybeError) { |
| if (DAWN_UNLIKELY(maybeError.IsError())) { |
| ConsumeError(maybeError.AcquireError()); |
| return true; |
| } |
| return false; |
| } |
| |
| template <typename T> |
| bool ConsumedError(ResultOrError<T> resultOrError, T* result) { |
| if (DAWN_UNLIKELY(resultOrError.IsError())) { |
| ConsumeError(resultOrError.AcquireError()); |
| return true; |
| } |
| *result = resultOrError.AcquireSuccess(); |
| return false; |
| } |
| |
| MaybeError ValidateObject(const ObjectBase* object) const; |
| |
| AdapterBase* GetAdapter() const; |
| dawn_platform::Platform* GetPlatform() const; |
| |
| ErrorScopeTracker* GetErrorScopeTracker() const; |
| FenceSignalTracker* GetFenceSignalTracker() const; |
| |
| // Returns the Format corresponding to the wgpu::TextureFormat or an error if the format |
| // isn't a valid wgpu::TextureFormat or isn't supported by this device. |
| // The pointer returned has the same lifetime as the device. |
| ResultOrError<const Format*> GetInternalFormat(wgpu::TextureFormat format) const; |
| |
| // Returns the Format corresponding to the wgpu::TextureFormat and assumes the format is |
| // valid and supported. |
| // The reference returned has the same lifetime as the device. |
| const Format& GetValidInternalFormat(wgpu::TextureFormat format) const; |
| |
| virtual CommandBufferBase* CreateCommandBuffer( |
| CommandEncoder* encoder, |
| const CommandBufferDescriptor* descriptor) = 0; |
| |
| Serial GetCompletedCommandSerial() const; |
| Serial GetLastSubmittedCommandSerial() const; |
| Serial GetPendingCommandSerial() const; |
| virtual MaybeError TickImpl() = 0; |
| |
| // Many Dawn objects are completely immutable once created which means that if two |
| // creations are given the same arguments, they can return the same object. Reusing |
| // objects will help make comparisons between objects by a single pointer comparison. |
| // |
| // Technically no object is immutable as they have a reference count, and an |
| // application with reference-counting issues could "see" that objects are reused. |
| // This is solved by automatic-reference counting, and also the fact that when using |
| // the client-server wire every creation will get a different proxy object, with a |
| // different reference count. |
| // |
| // When trying to create an object, we give both the descriptor and an example of what |
| // the created object will be, the "blueprint". The blueprint is just a FooBase object |
| // instead of a backend Foo object. If the blueprint doesn't match an object in the |
| // cache, then the descriptor is used to make a new object. |
| ResultOrError<BindGroupLayoutBase*> GetOrCreateBindGroupLayout( |
| const BindGroupLayoutDescriptor* descriptor); |
| void UncacheBindGroupLayout(BindGroupLayoutBase* obj); |
| |
| ResultOrError<ComputePipelineBase*> GetOrCreateComputePipeline( |
| const ComputePipelineDescriptor* descriptor); |
| void UncacheComputePipeline(ComputePipelineBase* obj); |
| |
| ResultOrError<PipelineLayoutBase*> GetOrCreatePipelineLayout( |
| const PipelineLayoutDescriptor* descriptor); |
| void UncachePipelineLayout(PipelineLayoutBase* obj); |
| |
| ResultOrError<RenderPipelineBase*> GetOrCreateRenderPipeline( |
| const RenderPipelineDescriptor* descriptor); |
| void UncacheRenderPipeline(RenderPipelineBase* obj); |
| |
| ResultOrError<SamplerBase*> GetOrCreateSampler(const SamplerDescriptor* descriptor); |
| void UncacheSampler(SamplerBase* obj); |
| |
| ResultOrError<ShaderModuleBase*> GetOrCreateShaderModule( |
| const ShaderModuleDescriptor* descriptor); |
| void UncacheShaderModule(ShaderModuleBase* obj); |
| |
| Ref<AttachmentState> GetOrCreateAttachmentState(AttachmentStateBlueprint* blueprint); |
| Ref<AttachmentState> GetOrCreateAttachmentState( |
| const RenderBundleEncoderDescriptor* descriptor); |
| Ref<AttachmentState> GetOrCreateAttachmentState(const RenderPipelineDescriptor* descriptor); |
| Ref<AttachmentState> GetOrCreateAttachmentState(const RenderPassDescriptor* descriptor); |
| void UncacheAttachmentState(AttachmentState* obj); |
| |
| // Dawn API |
| BindGroupBase* CreateBindGroup(const BindGroupDescriptor* descriptor); |
| BindGroupLayoutBase* CreateBindGroupLayout(const BindGroupLayoutDescriptor* descriptor); |
| BufferBase* CreateBuffer(const BufferDescriptor* descriptor); |
| WGPUCreateBufferMappedResult CreateBufferMapped(const BufferDescriptor* descriptor); |
| CommandEncoder* CreateCommandEncoder(const CommandEncoderDescriptor* descriptor); |
| ComputePipelineBase* CreateComputePipeline(const ComputePipelineDescriptor* descriptor); |
| PipelineLayoutBase* CreatePipelineLayout(const PipelineLayoutDescriptor* descriptor); |
| QueueBase* CreateQueue(); |
| RenderBundleEncoder* CreateRenderBundleEncoder( |
| const RenderBundleEncoderDescriptor* descriptor); |
| RenderPipelineBase* CreateRenderPipeline(const RenderPipelineDescriptor* descriptor); |
| SamplerBase* CreateSampler(const SamplerDescriptor* descriptor); |
| ShaderModuleBase* CreateShaderModule(const ShaderModuleDescriptor* descriptor); |
| SwapChainBase* CreateSwapChain(Surface* surface, const SwapChainDescriptor* descriptor); |
| TextureBase* CreateTexture(const TextureDescriptor* descriptor); |
| TextureViewBase* CreateTextureView(TextureBase* texture, |
| const TextureViewDescriptor* descriptor); |
| |
| QueueBase* GetDefaultQueue(); |
| |
| void InjectError(wgpu::ErrorType type, const char* message); |
| void Tick(); |
| |
| void SetDeviceLostCallback(wgpu::DeviceLostCallback callback, void* userdata); |
| void SetUncapturedErrorCallback(wgpu::ErrorCallback callback, void* userdata); |
| void PushErrorScope(wgpu::ErrorFilter filter); |
| bool PopErrorScope(wgpu::ErrorCallback callback, void* userdata); |
| |
| MaybeError ValidateIsAlive() const; |
| |
| ErrorScope* GetCurrentErrorScope(); |
| |
| void Reference(); |
| void Release(); |
| |
| virtual ResultOrError<std::unique_ptr<StagingBufferBase>> CreateStagingBuffer( |
| size_t size) = 0; |
| virtual MaybeError CopyFromStagingToBuffer(StagingBufferBase* source, |
| uint64_t sourceOffset, |
| BufferBase* destination, |
| uint64_t destinationOffset, |
| uint64_t size) = 0; |
| |
| DynamicUploader* GetDynamicUploader() const; |
| |
| // The device state which is a combination of creation state and loss state. |
| // |
| // - BeingCreated: the device didn't finish creation yet and the frontend cannot be used |
| // (both for the application calling WebGPU, or re-entrant calls). No work exists on |
| // the GPU timeline. |
| // - Alive: the device is usable and might have work happening on the GPU timeline. |
| // - BeingDisconnected: the device is no longer usable because we are waiting for all |
| // work on the GPU timeline to finish. (this is to make validation prevent the |
| // application from adding more work during the transition from Available to |
| // Disconnected) |
| // - Disconnected: there is no longer work happening on the GPU timeline and the CPU data |
| // structures can be safely destroyed without additional synchronization. |
| enum class State { |
| BeingCreated, |
| Alive, |
| BeingDisconnected, |
| Disconnected, |
| }; |
| State GetState() const; |
| bool IsLost() const; |
| |
| std::vector<const char*> GetEnabledExtensions() const; |
| std::vector<const char*> GetTogglesUsed() const; |
| bool IsExtensionEnabled(Extension extension) const; |
| bool IsToggleEnabled(Toggle toggle) const; |
| bool IsValidationEnabled() const; |
| size_t GetLazyClearCountForTesting(); |
| void IncrementLazyClearCountForTesting(); |
| size_t GetDeprecationWarningCountForTesting(); |
| void EmitDeprecationWarning(const char* warning); |
| void LoseForTesting(); |
| |
| protected: |
| void SetToggle(Toggle toggle, bool isEnabled); |
| void ForceSetToggle(Toggle toggle, bool isEnabled); |
| |
| MaybeError Initialize(QueueBase* defaultQueue); |
| void ShutDownBase(); |
| |
| // Incrememt mLastSubmittedSerial when we submit the next serial |
| void IncrementLastSubmittedCommandSerial(); |
| // If there's no GPU work in flight we still need to artificially increment the serial |
| // so that CPU operations waiting on GPU completion can know they don't have to wait. |
| void ArtificiallyIncrementSerials(); |
| // 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(); |
| // Check for passed fences and set the new completed serial |
| void CheckPassedSerials(); |
| |
| private: |
| virtual ResultOrError<BindGroupBase*> CreateBindGroupImpl( |
| const BindGroupDescriptor* descriptor) = 0; |
| virtual ResultOrError<BindGroupLayoutBase*> CreateBindGroupLayoutImpl( |
| const BindGroupLayoutDescriptor* descriptor) = 0; |
| virtual ResultOrError<BufferBase*> CreateBufferImpl(const BufferDescriptor* descriptor) = 0; |
| virtual ResultOrError<ComputePipelineBase*> CreateComputePipelineImpl( |
| const ComputePipelineDescriptor* descriptor) = 0; |
| virtual ResultOrError<PipelineLayoutBase*> CreatePipelineLayoutImpl( |
| const PipelineLayoutDescriptor* descriptor) = 0; |
| virtual ResultOrError<RenderPipelineBase*> CreateRenderPipelineImpl( |
| const RenderPipelineDescriptor* descriptor) = 0; |
| virtual ResultOrError<SamplerBase*> CreateSamplerImpl( |
| const SamplerDescriptor* descriptor) = 0; |
| virtual ResultOrError<ShaderModuleBase*> CreateShaderModuleImpl( |
| const ShaderModuleDescriptor* descriptor) = 0; |
| virtual ResultOrError<SwapChainBase*> CreateSwapChainImpl( |
| const SwapChainDescriptor* descriptor) = 0; |
| // Note that previousSwapChain may be nullptr, or come from a different backend. |
| virtual ResultOrError<NewSwapChainBase*> CreateSwapChainImpl( |
| Surface* surface, |
| NewSwapChainBase* previousSwapChain, |
| const SwapChainDescriptor* descriptor) = 0; |
| virtual ResultOrError<Ref<TextureBase>> CreateTextureImpl( |
| const TextureDescriptor* descriptor) = 0; |
| virtual ResultOrError<TextureViewBase*> CreateTextureViewImpl( |
| TextureBase* texture, |
| const TextureViewDescriptor* descriptor) = 0; |
| |
| MaybeError CreateBindGroupInternal(BindGroupBase** result, |
| const BindGroupDescriptor* descriptor); |
| MaybeError CreateBindGroupLayoutInternal(BindGroupLayoutBase** result, |
| const BindGroupLayoutDescriptor* descriptor); |
| ResultOrError<BufferBase*> CreateBufferInternal(const BufferDescriptor* descriptor); |
| MaybeError CreateComputePipelineInternal(ComputePipelineBase** result, |
| const ComputePipelineDescriptor* descriptor); |
| MaybeError CreatePipelineLayoutInternal(PipelineLayoutBase** result, |
| const PipelineLayoutDescriptor* descriptor); |
| MaybeError CreateRenderBundleEncoderInternal( |
| RenderBundleEncoder** result, |
| const RenderBundleEncoderDescriptor* descriptor); |
| MaybeError CreateRenderPipelineInternal(RenderPipelineBase** result, |
| const RenderPipelineDescriptor* descriptor); |
| MaybeError CreateSamplerInternal(SamplerBase** result, const SamplerDescriptor* descriptor); |
| MaybeError CreateShaderModuleInternal(ShaderModuleBase** result, |
| const ShaderModuleDescriptor* descriptor); |
| MaybeError CreateSwapChainInternal(SwapChainBase** result, |
| Surface* surface, |
| const SwapChainDescriptor* descriptor); |
| ResultOrError<Ref<TextureBase>> CreateTextureInternal(const TextureDescriptor* descriptor); |
| MaybeError CreateTextureViewInternal(TextureViewBase** result, |
| TextureBase* texture, |
| const TextureViewDescriptor* descriptor); |
| |
| void ApplyToggleOverrides(const DeviceDescriptor* deviceDescriptor); |
| void ApplyExtensions(const DeviceDescriptor* deviceDescriptor); |
| |
| void SetDefaultToggles(); |
| |
| void ConsumeError(std::unique_ptr<ErrorData> error); |
| |
| // 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 Serial 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. They can also be artificially |
| // incremented when no work is being done in the GPU so CPU operations don't have to wait on |
| // stale serials. |
| Serial mCompletedSerial = 0; |
| Serial mLastSubmittedSerial = 0; |
| |
| // ShutDownImpl is used to clean up and release resources used by device, does not wait for |
| // GPU or check errors. |
| virtual void ShutDownImpl() = 0; |
| |
| // 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; |
| |
| wgpu::DeviceLostCallback mDeviceLostCallback = nullptr; |
| void* mDeviceLostUserdata = nullptr; |
| |
| AdapterBase* mAdapter = nullptr; |
| |
| Ref<ErrorScope> mRootErrorScope; |
| Ref<ErrorScope> mCurrentErrorScope; |
| |
| // The object caches aren't exposed in the header as they would require a lot of |
| // additional includes. |
| struct Caches; |
| std::unique_ptr<Caches> mCaches; |
| |
| std::unique_ptr<DynamicUploader> mDynamicUploader; |
| std::unique_ptr<ErrorScopeTracker> mErrorScopeTracker; |
| std::unique_ptr<FenceSignalTracker> mFenceSignalTracker; |
| Ref<QueueBase> mDefaultQueue; |
| |
| struct DeprecationWarnings; |
| std::unique_ptr<DeprecationWarnings> mDeprecationWarnings; |
| |
| uint32_t mRefCount = 1; |
| State mState = State::BeingCreated; |
| |
| FormatTable mFormatTable; |
| |
| TogglesSet mEnabledToggles; |
| TogglesSet mOverridenToggles; |
| size_t mLazyClearCountForTesting = 0; |
| |
| ExtensionsSet mEnabledExtensions; |
| }; |
| |
| } // namespace dawn_native |
| |
| #endif // DAWNNATIVE_DEVICE_H_ |