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/*
* Copyright (C) 2021-2022 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "ActiveDOMObject.h"
#include "DOMPromiseProxy.h"
#include "EventTarget.h"
#include "GPUComputePipeline.h"
#include "GPUDeviceLostInfo.h"
#include "GPUError.h"
#include "GPUErrorFilter.h"
#include "GPURenderPipeline.h"
#include "GPUQueue.h"
#include "JSDOMPromiseDeferred.h"
#include "ScriptExecutionContext.h"
#include <optional>
#include <pal/graphics/WebGPU/WebGPUDevice.h>
#include <wtf/IsoMalloc.h>
#include <wtf/Ref.h>
#include <wtf/text/WTFString.h>
namespace WebCore {
class GPUBindGroup;
struct GPUBindGroupDescriptor;
class GPUBindGroupLayout;
struct GPUBindGroupLayoutDescriptor;
class GPUBuffer;
struct GPUBufferDescriptor;
class GPUCommandEncoder;
struct GPUCommandEncoderDescriptor;
class GPUComputePipeline;
struct GPUComputePipelineDescriptor;
class GPUExternalTexture;
struct GPUExternalTextureDescriptor;
class GPURenderPipeline;
struct GPURenderPipelineDescriptor;
class GPUPipelineLayout;
struct GPUPipelineLayoutDescriptor;
class GPUQuerySet;
struct GPUQuerySetDescriptor;
class GPURenderBundleEncoder;
struct GPURenderBundleEncoderDescriptor;
class GPURenderPipeline;
struct GPURenderPipelineDescriptor;
class GPUSampler;
struct GPUSamplerDescriptor;
class GPUShaderModule;
struct GPUShaderModuleDescriptor;
class GPUSupportedFeatures;
class GPUSupportedLimits;
class GPUTexture;
struct GPUTextureDescriptor;
class GPUDevice : public RefCounted<GPUDevice>, public ActiveDOMObject, public EventTargetWithInlineData {
WTF_MAKE_ISO_ALLOCATED(GPUDevice);
public:
static Ref<GPUDevice> create(ScriptExecutionContext* scriptExecutionContext, Ref<PAL::WebGPU::Device>&& backing)
{
return adoptRef(*new GPUDevice(scriptExecutionContext, WTFMove(backing)));
}
virtual ~GPUDevice();
String label() const;
void setLabel(String&&);
Ref<GPUSupportedFeatures> features() const;
Ref<GPUSupportedLimits> limits() const;
GPUQueue& queue() const;
void destroy();
Ref<GPUBuffer> createBuffer(const GPUBufferDescriptor&);
Ref<GPUTexture> createTexture(const GPUTextureDescriptor&);
Ref<GPUSampler> createSampler(const std::optional<GPUSamplerDescriptor>&);
Ref<GPUExternalTexture> importExternalTexture(const GPUExternalTextureDescriptor&);
Ref<GPUBindGroupLayout> createBindGroupLayout(const GPUBindGroupLayoutDescriptor&);
Ref<GPUPipelineLayout> createPipelineLayout(const GPUPipelineLayoutDescriptor&);
Ref<GPUBindGroup> createBindGroup(const GPUBindGroupDescriptor&);
Ref<GPUShaderModule> createShaderModule(const GPUShaderModuleDescriptor&);
Ref<GPUComputePipeline> createComputePipeline(const GPUComputePipelineDescriptor&);
Ref<GPURenderPipeline> createRenderPipeline(const GPURenderPipelineDescriptor&);
using CreateComputePipelineAsyncPromise = DOMPromiseDeferred<IDLInterface<GPUComputePipeline>>;
void createComputePipelineAsync(const GPUComputePipelineDescriptor&, CreateComputePipelineAsyncPromise&&);
using CreateRenderPipelineAsyncPromise = DOMPromiseDeferred<IDLInterface<GPURenderPipeline>>;
void createRenderPipelineAsync(const GPURenderPipelineDescriptor&, CreateRenderPipelineAsyncPromise&&);
Ref<GPUCommandEncoder> createCommandEncoder(const std::optional<GPUCommandEncoderDescriptor>&);
Ref<GPURenderBundleEncoder> createRenderBundleEncoder(const GPURenderBundleEncoderDescriptor&);
Ref<GPUQuerySet> createQuerySet(const GPUQuerySetDescriptor&);
void pushErrorScope(GPUErrorFilter);
using ErrorScopePromise = DOMPromiseDeferred<IDLNullable<IDLUnion<IDLInterface<GPUOutOfMemoryError>, IDLInterface<GPUValidationError>>>>;
void popErrorScope(ErrorScopePromise&&);
using LostPromise = DOMPromiseProxy<IDLInterface<GPUDeviceLostInfo>>;
LostPromise& lost() { return m_lostPromise; }
PAL::WebGPU::Device& backing() { return m_backing; }
const PAL::WebGPU::Device& backing() const { return m_backing; }
using RefCounted::ref;
using RefCounted::deref;
private:
GPUDevice(ScriptExecutionContext* scriptExecutionContext, Ref<PAL::WebGPU::Device>&& backing)
: ActiveDOMObject { scriptExecutionContext }
, m_backing(WTFMove(backing))
, m_queue(GPUQueue::create(Ref { m_backing->queue() }))
{
}
// ActiveDOMObject.
// FIXME: We probably need to override more methods to make this work properly.
const char* activeDOMObjectName() const final { return "GPUDevice"; }
// EventTargetWithInlineData.
EventTargetInterface eventTargetInterface() const final { return GPUDeviceEventTargetInterfaceType; }
ScriptExecutionContext* scriptExecutionContext() const final { return ActiveDOMObject::scriptExecutionContext(); }
void refEventTarget() final { ref(); }
void derefEventTarget() final { deref(); }
LostPromise m_lostPromise;
Ref<PAL::WebGPU::Device> m_backing;
Ref<GPUQueue> m_queue;
};
}