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// Copyright 2023 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,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_EXECUTIONQUEUE_H_
#define SRC_DAWN_NATIVE_EXECUTIONQUEUE_H_
#include <atomic>
#include "dawn/native/Error.h"
#include "dawn/native/EventManager.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.
// TODO(dawn:831, dawn:1413): Make usage of the ExecutionQueue thread-safe. Right now it is
// only partially safe - where observation of the last-submitted and pending serials is atomic.
class ExecutionQueueBase {
public:
// 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;
// Ensures that all commands which were recorded are flushed upto the given serial.
MaybeError EnsureCommandsFlushed(ExecutionSerial serial);
// 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;
// Wait at most `timeout` synchronously for the ExecutionSerial to pass. Returns true
// if the serial passed.
virtual ResultOrError<bool> WaitForQueueSerial(ExecutionSerial serial, Nanoseconds timeout) = 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 };
private:
// 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;
std::atomic<uint64_t> mLastSubmittedSerial = static_cast<uint64_t>(kBeginningOfGPUTime);
// Indicates whether the backend has pending commands to be submitted as soon as possible.
virtual bool HasPendingCommands() const = 0;
// Submit any pending commands that are enqueued.
virtual MaybeError SubmitPendingCommands() = 0;
};
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_EXECUTIONQUEUE_H_