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1 /*
2  * Copyright 2022 Google LLC
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "include/gpu/graphite/dawn/DawnUtils.h"
9 #include "src/gpu/graphite/dawn/DawnGraphiteUtilsPriv.h"
10 
11 #include "include/gpu/ShaderErrorHandler.h"
12 #include "include/gpu/graphite/Context.h"
13 #include "include/gpu/graphite/dawn/DawnBackendContext.h"
14 #include "src/gpu/graphite/ContextPriv.h"
15 #include "src/gpu/graphite/dawn/DawnQueueManager.h"
16 #include "src/gpu/graphite/dawn/DawnSharedContext.h"
17 
18 namespace skgpu::graphite {
19 
20 namespace ContextFactory {
MakeDawn(const DawnBackendContext & backendContext,const ContextOptions & options)21 std::unique_ptr<Context> MakeDawn(const DawnBackendContext& backendContext,
22                                   const ContextOptions& options) {
23     sk_sp<SharedContext> sharedContext = DawnSharedContext::Make(backendContext, options);
24     if (!sharedContext) {
25         return nullptr;
26     }
27 
28     auto queueManager =
29             std::make_unique<DawnQueueManager>(backendContext.fQueue, sharedContext.get());
30     if (!queueManager) {
31         return nullptr;
32     }
33 
34     auto context = ContextCtorAccessor::MakeContext(std::move(sharedContext),
35                                                     std::move(queueManager),
36                                                     options);
37     SkASSERT(context);
38     return context;
39 }
40 } // namespace ContextFactory
41 
DawnFormatIsDepthOrStencil(wgpu::TextureFormat format)42 bool DawnFormatIsDepthOrStencil(wgpu::TextureFormat format) {
43     switch (format) {
44         case wgpu::TextureFormat::Stencil8:             [[fallthrough]];
45         case wgpu::TextureFormat::Depth16Unorm:
46         case wgpu::TextureFormat::Depth32Float:
47         case wgpu::TextureFormat::Depth24PlusStencil8:
48         case wgpu::TextureFormat::Depth32FloatStencil8:
49             return true;
50         default:
51             return false;
52     }
53 }
54 
DawnFormatIsDepth(wgpu::TextureFormat format)55 bool DawnFormatIsDepth(wgpu::TextureFormat format) {
56     switch (format) {
57         case wgpu::TextureFormat::Depth16Unorm:         [[fallthrough]];
58         case wgpu::TextureFormat::Depth32Float:
59         case wgpu::TextureFormat::Depth24PlusStencil8:
60         case wgpu::TextureFormat::Depth32FloatStencil8:
61             return true;
62         default:
63             return false;
64     }
65 }
66 
DawnFormatIsStencil(wgpu::TextureFormat format)67 bool DawnFormatIsStencil(wgpu::TextureFormat format) {
68     switch (format) {
69         case wgpu::TextureFormat::Stencil8:             [[fallthrough]];
70         case wgpu::TextureFormat::Depth24PlusStencil8:
71         case wgpu::TextureFormat::Depth32FloatStencil8:
72             return true;
73         default:
74             return false;
75     }
76 }
77 
DawnDepthStencilFlagsToFormat(SkEnumBitMask<DepthStencilFlags> mask)78 wgpu::TextureFormat DawnDepthStencilFlagsToFormat(SkEnumBitMask<DepthStencilFlags> mask) {
79     // TODO: Decide if we want to change this to always return a combined depth and stencil format
80     // to allow more sharing of depth stencil allocations.
81     if (mask == DepthStencilFlags::kDepth) {
82         // If needed for workarounds or performance, Depth32Float is also available but requires 2x
83         // the amount of memory.
84         return wgpu::TextureFormat::Depth16Unorm;
85     } else if (mask == DepthStencilFlags::kStencil) {
86         return wgpu::TextureFormat::Stencil8;
87     } else if (mask == DepthStencilFlags::kDepthStencil) {
88         return wgpu::TextureFormat::Depth24PlusStencil8;
89     }
90     SkASSERT(false);
91     return wgpu::TextureFormat::Undefined;
92 }
93 
check_shader_module(const DawnSharedContext * sharedContext,wgpu::ShaderModule * module,const char * shaderText,ShaderErrorHandler * errorHandler)94 static bool check_shader_module([[maybe_unused]] const DawnSharedContext* sharedContext,
95                                 wgpu::ShaderModule* module,
96                                 const char* shaderText,
97                                 ShaderErrorHandler* errorHandler) {
98     // Prior to emsdk 3.1.51 wgpu::ShaderModule::GetCompilationInfo is unimplemented.
99 #if defined(__EMSCRIPTEN__)                                      &&  \
100         ((__EMSCRIPTEN_major__ <  3                               || \
101          (__EMSCRIPTEN_major__ == 3 && __EMSCRIPTEN_minor__ <  1) || \
102          (__EMSCRIPTEN_major__ == 3 && __EMSCRIPTEN_minor__ == 1 && __EMSCRIPTEN_tiny__ < 51)))
103     return true;
104 #else
105     struct Handler {
106         static void Fn(WGPUCompilationInfoRequestStatus status,
107                        const WGPUCompilationInfo* info,
108                        void* userdata) {
109             Handler* self = reinterpret_cast<Handler*>(userdata);
110             SkASSERT(status == WGPUCompilationInfoRequestStatus_Success);
111 
112             // Walk the message list and check for hard errors.
113             self->fSuccess = true;
114             for (size_t index = 0; index < info->messageCount; ++index) {
115                 const WGPUCompilationMessage& entry = info->messages[index];
116                 if (entry.type == WGPUCompilationMessageType_Error) {
117                     self->fSuccess = false;
118                     break;
119                 }
120             }
121 
122             // If we found a hard error, report the compilation messages to the error handler.
123             if (!self->fSuccess) {
124                 std::string errors;
125                 for (size_t index = 0; index < info->messageCount; ++index) {
126                     const WGPUCompilationMessage& entry = info->messages[index];
127                     errors += "line " +
128                               std::to_string(entry.lineNum) + ':' +
129                               std::to_string(entry.linePos) + ' ' +
130                               entry.message + '\n';
131                 }
132                 self->fErrorHandler->compileError(
133                         self->fShaderText, errors.c_str(), /*shaderWasCached=*/false);
134             }
135         }
136 
137         const char* fShaderText;
138         ShaderErrorHandler* fErrorHandler;
139         bool fSuccess = false;
140     };
141 
142     Handler handler;
143     handler.fShaderText = shaderText;
144     handler.fErrorHandler = errorHandler;
145 #if defined(__EMSCRIPTEN__)
146     // Deprecated function.
147     module->GetCompilationInfo(&Handler::Fn, &handler);
148 #else
149     // New API.
150     wgpu::FutureWaitInfo waitInfo{};
151     waitInfo.future = module->GetCompilationInfo(
152             wgpu::CallbackMode::WaitAnyOnly,
153             [handlerPtr = &handler](wgpu::CompilationInfoRequestStatus status,
154                                     const wgpu::CompilationInfo* info) {
155                 Handler::Fn(static_cast<WGPUCompilationInfoRequestStatus>(status),
156                             reinterpret_cast<const WGPUCompilationInfo*>(info),
157                             handlerPtr);
158             });
159 
160     const auto& instance = static_cast<const DawnSharedContext*>(sharedContext)
161                                    ->device()
162                                    .GetAdapter()
163                                    .GetInstance();
164     [[maybe_unused]] auto status =
165             instance.WaitAny(1, &waitInfo, /*timeoutNS=*/std::numeric_limits<uint64_t>::max());
166     SkASSERT(status == wgpu::WaitStatus::Success);
167 #endif  // defined(__EMSCRIPTEN__)
168 
169     return handler.fSuccess;
170 #endif
171 }
172 
DawnCompileWGSLShaderModule(const DawnSharedContext * sharedContext,const char * label,const std::string & wgsl,wgpu::ShaderModule * module,ShaderErrorHandler * errorHandler)173 bool DawnCompileWGSLShaderModule(const DawnSharedContext* sharedContext,
174                                  const char* label,
175                                  const std::string& wgsl,
176                                  wgpu::ShaderModule* module,
177                                  ShaderErrorHandler* errorHandler) {
178     wgpu::ShaderModuleWGSLDescriptor wgslDesc;
179     wgslDesc.code = wgsl.c_str();
180 
181     wgpu::ShaderModuleDescriptor desc;
182     desc.nextInChain = &wgslDesc;
183     if (sharedContext->caps()->setBackendLabels()) {
184         desc.label = label;
185     }
186 
187     *module = sharedContext->device().CreateShaderModule(&desc);
188 
189     return check_shader_module(sharedContext, module, wgsl.c_str(), errorHandler);
190 }
191 
192 } // namespace skgpu::graphite
193