fune/dom/webgpu/RenderPassEncoder.h
Brad Werth eb20f50272 Bug 1712963: Simplify mValid handling in some WebGPU classes. r=webgpu-reviewers,nical
Primarily this standardizes ComputePassEncoder, RenderBundleEncoder and
RenderPassEncoder on the "if (!mValid)" pattern for early exits for ffi
functions. It also attempts to make each class have at most two ways to
become invalid:

1) RenderBundleEncoder and RenderPassEncoder can become invalid at
construction time.
2) Those classes and ComputePassEncoder all now have an implementation
of their ::Cleanup method, which is called from the destructor, and the
Cleanup method is responsible for making the object invalid and
releasing internal resources (possibly by calling another method).

Together these changes make it easier to reason about what mValid means
for these classes, and what is the state of their internal resources.

Differential Revision: https://phabricator.services.mozilla.com/D208183
2024-04-23 15:28:22 +00:00

101 lines
3.4 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GPU_RenderPassEncoder_H_
#define GPU_RenderPassEncoder_H_
#include "mozilla/dom/TypedArray.h"
#include "ObjectModel.h"
namespace mozilla {
class ErrorResult;
namespace dom {
class DoubleSequenceOrGPUColorDict;
struct GPURenderPassDescriptor;
template <typename T>
class Sequence;
namespace binding_detail {
template <typename T>
class AutoSequence;
} // namespace binding_detail
} // namespace dom
namespace webgpu {
namespace ffi {
struct WGPURecordedRenderPass;
} // namespace ffi
class BindGroup;
class Buffer;
class CommandEncoder;
class RenderBundle;
class RenderPipeline;
class TextureView;
struct ffiWGPURenderPassDeleter {
void operator()(ffi::WGPURecordedRenderPass*);
};
class RenderPassEncoder final : public ObjectBase,
public ChildOf<CommandEncoder> {
public:
GPU_DECL_CYCLE_COLLECTION(RenderPassEncoder)
GPU_DECL_JS_WRAP(RenderPassEncoder)
RenderPassEncoder(CommandEncoder* const aParent,
const dom::GPURenderPassDescriptor& aDesc);
protected:
virtual ~RenderPassEncoder();
void Cleanup();
std::unique_ptr<ffi::WGPURecordedRenderPass, ffiWGPURenderPassDeleter> mPass;
// keep all the used objects alive while the pass is recorded
nsTArray<RefPtr<const BindGroup>> mUsedBindGroups;
nsTArray<RefPtr<const Buffer>> mUsedBuffers;
nsTArray<RefPtr<const RenderPipeline>> mUsedPipelines;
nsTArray<RefPtr<const TextureView>> mUsedTextureViews;
nsTArray<RefPtr<const RenderBundle>> mUsedRenderBundles;
public:
// programmable pass encoder
void SetBindGroup(uint32_t aSlot, const BindGroup& aBindGroup,
const dom::Sequence<uint32_t>& aDynamicOffsets);
// render encoder base
void SetPipeline(const RenderPipeline& aPipeline);
void SetIndexBuffer(const Buffer& aBuffer,
const dom::GPUIndexFormat& aIndexFormat, uint64_t aOffset,
uint64_t aSize);
void SetVertexBuffer(uint32_t aSlot, const Buffer& aBuffer, uint64_t aOffset,
uint64_t aSize);
void Draw(uint32_t aVertexCount, uint32_t aInstanceCount,
uint32_t aFirstVertex, uint32_t aFirstInstance);
void DrawIndexed(uint32_t aIndexCount, uint32_t aInstanceCount,
uint32_t aFirstIndex, int32_t aBaseVertex,
uint32_t aFirstInstance);
void DrawIndirect(const Buffer& aIndirectBuffer, uint64_t aIndirectOffset);
void DrawIndexedIndirect(const Buffer& aIndirectBuffer,
uint64_t aIndirectOffset);
// self
void SetViewport(float x, float y, float width, float height, float minDepth,
float maxDepth);
void SetScissorRect(uint32_t x, uint32_t y, uint32_t width, uint32_t height);
void SetBlendConstant(const dom::DoubleSequenceOrGPUColorDict& color);
void SetStencilReference(uint32_t reference);
void PushDebugGroup(const nsAString& aString);
void PopDebugGroup();
void InsertDebugMarker(const nsAString& aString);
void ExecuteBundles(
const dom::Sequence<OwningNonNull<RenderBundle>>& aBundles);
void End();
};
} // namespace webgpu
} // namespace mozilla
#endif // GPU_RenderPassEncoder_H_