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// Copyright 2018 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_ERROR_H_
#define DAWNNATIVE_ERROR_H_
#include "common/Result.h"
#include "dawn_native/ErrorData.h"
#include <string>
namespace dawn_native {
enum class InternalErrorType : uint32_t {
Validation,
DeviceLost,
Internal,
OutOfMemory
};
// MaybeError and ResultOrError are meant to be used as return value for function that are not
// expected to, but might fail. The handling of error is potentially much slower than successes.
using MaybeError = Result<void, ErrorData>;
template <typename T>
using ResultOrError = Result<T, ErrorData>;
// Returning a success is done like so:
// return {}; // for Error
// return SomethingOfTypeT; // for ResultOrError<T>
//
// Returning an error is done via:
// return DAWN_MAKE_ERROR(errorType, "My error message");
//
// but shorthand version for specific error types are preferred:
// return DAWN_VALIDATION_ERROR("My error message");
//
// There are different types of errors that should be used for different purpose:
//
// - Validation: these are errors that show the user did something bad, which causes the
// whole call to be a no-op. It's most commonly found in the frontend but there can be some
// backend specific validation in non-conformant backends too.
//
// - Out of memory: creation of a Buffer or Texture failed because there isn't enough memory.
// This is similar to validation errors in that the call becomes a no-op and returns an
// error object, but is reported separated from validation to the user.
//
// - Device loss: the backend driver reported that the GPU has been lost, which means all
// previous commands magically disappeared and the only thing left to do is clean up.
// Note: Device loss should be used rarely and in most case you want to use Internal
// instead.
//
// - Internal: something happened that the backend didn't expect, and it doesn't know
// how to recover from that situation. This causes the device to be lost, but is separate
// from device loss, because the GPU execution is still happening so we need to clean up
// more gracefully.
//
// - Unimplemented: same as Internal except it puts "unimplemented" in the error message for
// more clarity.
#define DAWN_MAKE_ERROR(TYPE, MESSAGE) \
::dawn_native::ErrorData::Create(TYPE, MESSAGE, __FILE__, __func__, __LINE__)
#define DAWN_VALIDATION_ERROR(MESSAGE) DAWN_MAKE_ERROR(InternalErrorType::Validation, MESSAGE)
// DAWN_DEVICE_LOST_ERROR means that there was a real unrecoverable native device lost error.
// We can't even do a graceful shutdown because the Device is gone.
#define DAWN_DEVICE_LOST_ERROR(MESSAGE) DAWN_MAKE_ERROR(InternalErrorType::DeviceLost, MESSAGE)
// DAWN_INTERNAL_ERROR means Dawn hit an unexpected error in the backend and should try to
// gracefully shut down.
#define DAWN_INTERNAL_ERROR(MESSAGE) DAWN_MAKE_ERROR(InternalErrorType::Internal, MESSAGE)
#define DAWN_UNIMPLEMENTED_ERROR(MESSAGE) \
DAWN_MAKE_ERROR(InternalErrorType::Internal, std::string("Unimplemented: ") + MESSAGE)
// DAWN_OUT_OF_MEMORY_ERROR means we ran out of memory. It may be used as a signal internally in
// Dawn to free up unused resources. Or, it may bubble up to the application to signal an allocation
// was too large or they should free some existing resources.
#define DAWN_OUT_OF_MEMORY_ERROR(MESSAGE) DAWN_MAKE_ERROR(InternalErrorType::OutOfMemory, MESSAGE)
#define DAWN_CONCAT1(x, y) x##y
#define DAWN_CONCAT2(x, y) DAWN_CONCAT1(x, y)
#define DAWN_LOCAL_VAR DAWN_CONCAT2(_localVar, __LINE__)
// When Errors aren't handled explicitly, calls to functions returning errors should be
// wrapped in an DAWN_TRY. It will return the error if any, otherwise keep executing
// the current function.
#define DAWN_TRY(EXPR) DAWN_TRY_WITH_CLEANUP(EXPR, {})
#define DAWN_TRY_WITH_CLEANUP(EXPR, BODY) \
{ \
auto DAWN_LOCAL_VAR = EXPR; \
if (DAWN_UNLIKELY(DAWN_LOCAL_VAR.IsError())) { \
{BODY} /* comment to force the formatter to insert a newline */ \
std::unique_ptr<::dawn_native::ErrorData> \
error = DAWN_LOCAL_VAR.AcquireError(); \
error->AppendBacktrace(__FILE__, __func__, __LINE__); \
return {std::move(error)}; \
} \
} \
for (;;) \
break
// DAWN_TRY_ASSIGN is the same as DAWN_TRY for ResultOrError and assigns the success value, if
// any, to VAR.
#define DAWN_TRY_ASSIGN(VAR, EXPR) \
{ \
auto DAWN_LOCAL_VAR = EXPR; \
if (DAWN_UNLIKELY(DAWN_LOCAL_VAR.IsError())) { \
std::unique_ptr<ErrorData> error = DAWN_LOCAL_VAR.AcquireError(); \
error->AppendBacktrace(__FILE__, __func__, __LINE__); \
return {std::move(error)}; \
} \
VAR = DAWN_LOCAL_VAR.AcquireSuccess(); \
} \
for (;;) \
break
// Assert that errors are device loss so that we can continue with destruction
void IgnoreErrors(MaybeError maybeError);
wgpu::ErrorType ToWGPUErrorType(InternalErrorType type);
InternalErrorType FromWGPUErrorType(wgpu::ErrorType type);
} // namespace dawn_native
#endif // DAWNNATIVE_ERROR_H_