forked from mirrors/gecko-dev
This makes sure we never create an invalid (zero) ID after incorrect usage of a command encoder. It also simplifies the code. The JS object should not do any validaion (per spec) and simply forward the commands to the parent process where all of the validation is done. Differential Revision: https://phabricator.services.mozilla.com/D192839
76 lines
2.1 KiB
C++
76 lines
2.1 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GPU_ComputePassEncoder_H_
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#define GPU_ComputePassEncoder_H_
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#include "mozilla/Scoped.h"
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#include "mozilla/dom/TypedArray.h"
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#include "ObjectModel.h"
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namespace mozilla {
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class ErrorResult;
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namespace dom {
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struct GPUComputePassDescriptor;
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}
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namespace webgpu {
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namespace ffi {
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struct WGPUComputePass;
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} // namespace ffi
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class BindGroup;
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class Buffer;
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class CommandEncoder;
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class ComputePipeline;
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struct ScopedFfiComputeTraits {
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using type = ffi::WGPUComputePass*;
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static type empty();
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static void release(type raw);
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};
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class ComputePassEncoder final : public ObjectBase,
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public ChildOf<CommandEncoder> {
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public:
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GPU_DECL_CYCLE_COLLECTION(ComputePassEncoder)
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GPU_DECL_JS_WRAP(ComputePassEncoder)
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ComputePassEncoder(CommandEncoder* const aParent,
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const dom::GPUComputePassDescriptor& aDesc);
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private:
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virtual ~ComputePassEncoder();
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void Cleanup() {}
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Scoped<ScopedFfiComputeTraits> mPass;
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// keep all the used objects alive while the pass is recorded
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nsTArray<RefPtr<const BindGroup>> mUsedBindGroups;
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nsTArray<RefPtr<const ComputePipeline>> mUsedPipelines;
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public:
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// programmable pass encoder
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void SetBindGroup(uint32_t aSlot, const BindGroup& aBindGroup,
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const dom::Sequence<uint32_t>& aDynamicOffsets);
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// self
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void SetPipeline(const ComputePipeline& aPipeline);
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void DispatchWorkgroups(uint32_t workgroupCountX, uint32_t workgroupCountY,
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uint32_t workgroupCountZ);
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void DispatchWorkgroupsIndirect(const Buffer& aIndirectBuffer,
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uint64_t aIndirectOffset);
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void PushDebugGroup(const nsAString& aString);
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void PopDebugGroup();
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void InsertDebugMarker(const nsAString& aString);
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void End();
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};
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} // namespace webgpu
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} // namespace mozilla
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#endif // GPU_ComputePassEncoder_H_
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