forked from mirrors/gecko-dev
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
74 lines
2.1 KiB
C++
74 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/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 WGPURecordedComputePass;
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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 ffiWGPUComputePassDeleter {
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void operator()(ffi::WGPURecordedComputePass*);
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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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std::unique_ptr<ffi::WGPURecordedComputePass, ffiWGPUComputePassDeleter>
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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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