forked from mirrors/gecko-dev
In `RenderBundleEncoder::Finish`, never construct RenderBundles with an id of zero, as this will cause a panic in the GPU process when we deserialize command buffers that refer to such bundles. Instead, assign the invalid RenderBundle an id, and report to the GPU process that this id is associated with an error. Differential Revision: https://phabricator.services.mozilla.com/D177077
134 lines
5.1 KiB
C++
134 lines
5.1 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_OBJECT_MODEL_H_
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#define GPU_OBJECT_MODEL_H_
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#include "nsWrapperCache.h"
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#include "nsString.h"
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class nsIGlobalObject;
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namespace mozilla::webgpu {
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class WebGPUChild;
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template <typename T>
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class ChildOf {
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protected:
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explicit ChildOf(T* const parent);
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virtual ~ChildOf();
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RefPtr<T> mParent;
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public:
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nsIGlobalObject* GetParentObject() const;
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};
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class ObjectBase : public nsWrapperCache {
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protected:
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virtual ~ObjectBase() = default;
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// False if this object is definitely invalid.
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//
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// See WebGPU §3.2, "Invalid Internal Objects & Contagious Invalidity".
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//
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// There could also be state in the GPU process indicating that our
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// counterpart object there is invalid; certain GPU process operations will
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// report an error back to use if we try to use it. But if it's useful to know
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// whether the object is "definitely invalid", this should suffice.
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bool mValid = true;
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public:
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// Return true if this WebGPU object may be valid.
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//
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// This is used by methods that want to know whether somebody other than
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// `this` is valid. Generally, WebGPU object methods check `this->mValid`
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// directly.
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bool IsValid() const { return mValid; }
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void GetLabel(nsAString& aValue) const;
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void SetLabel(const nsAString& aLabel);
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auto CLabel() const { return NS_ConvertUTF16toUTF8(mLabel); }
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protected:
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// Object label, initialized from GPUObjectDescriptorBase.label.
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nsString mLabel;
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};
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} // namespace mozilla::webgpu
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#define GPU_DECL_JS_WRAP(T) \
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JSObject* WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) \
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override;
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#define GPU_DECL_CYCLE_COLLECTION(T) \
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NS_DECL_CYCLE_COLLECTION_NATIVE_WRAPPERCACHE_CLASS(T) \
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NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(T)
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#define GPU_IMPL_JS_WRAP(T) \
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JSObject* T::WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) { \
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return dom::GPU##T##_Binding::Wrap(cx, this, givenProto); \
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}
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// Note: we don't use `NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE` directly
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// because there is a custom action we need to always do.
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#define GPU_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(T, ...) \
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_CLASS(T) \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN(T) \
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tmp->Cleanup(); \
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NS_IMPL_CYCLE_COLLECTION_UNLINK(__VA_ARGS__) \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_PRESERVED_WRAPPER \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_END \
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN(T) \
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE(__VA_ARGS__) \
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
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#define GPU_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_WEAK_PTR(T, ...) \
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_CLASS(T) \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN(T) \
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tmp->Cleanup(); \
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NS_IMPL_CYCLE_COLLECTION_UNLINK(__VA_ARGS__) \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_PRESERVED_WRAPPER \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_WEAK_PTR \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_END \
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN(T) \
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE(__VA_ARGS__) \
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
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#define GPU_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_INHERITED(T, P, ...) \
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NS_IMPL_CYCLE_COLLECTION_CLASS(T) \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN_INHERITED(T, P) \
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tmp->Cleanup(); \
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NS_IMPL_CYCLE_COLLECTION_UNLINK(__VA_ARGS__) \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_PRESERVED_WRAPPER \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_WEAK_PTR \
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NS_IMPL_CYCLE_COLLECTION_UNLINK_END \
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN_INHERITED(T, P) \
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE(__VA_ARGS__) \
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
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#define GPU_IMPL_CYCLE_COLLECTION(T, ...) \
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GPU_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(T, __VA_ARGS__)
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template <typename T>
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void ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
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nsTArray<RefPtr<const T>>& field,
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const char* name, uint32_t flags) {
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for (auto& element : field) {
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CycleCollectionNoteChild(callback, const_cast<T*>(element.get()), name,
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flags);
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}
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}
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template <typename T>
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void ImplCycleCollectionUnlink(nsTArray<RefPtr<const T>>& field) {
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for (auto& element : field) {
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ImplCycleCollectionUnlink(element);
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}
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field.Clear();
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}
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#endif // GPU_OBJECT_MODEL_H_
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