1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2022 Google LLC 3*c8dee2aaSAndroid Build Coastguard Worker * 4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be 5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file. 6*c8dee2aaSAndroid Build Coastguard Worker */ 7*c8dee2aaSAndroid Build Coastguard Worker 8*c8dee2aaSAndroid Build Coastguard Worker #ifndef skgpu_graphite_DawnBackendContext_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_DawnBackendContext_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "webgpu/webgpu_cpp.h" // NO_G3_REWRITE 13*c8dee2aaSAndroid Build Coastguard Worker 14*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite { 15*c8dee2aaSAndroid Build Coastguard Worker 16*c8dee2aaSAndroid Build Coastguard Worker /** 17*c8dee2aaSAndroid Build Coastguard Worker * WebGPU needs to allow the main thread loop to run to detect GPU progress. Dawn native has a 18*c8dee2aaSAndroid Build Coastguard Worker * function wgpu::Instance::ProcessEvents, not (currently) present in WebGPU, that can be used to 19*c8dee2aaSAndroid Build Coastguard Worker * detect GPU progress. 20*c8dee2aaSAndroid Build Coastguard Worker * 21*c8dee2aaSAndroid Build Coastguard Worker * When compiling using Emscripten/WASM the -s ASYNCIFY option can be used to yield. E.g.: 22*c8dee2aaSAndroid Build Coastguard Worker * 23*c8dee2aaSAndroid Build Coastguard Worker * EM_ASYNC_JS(void, asyncSleep, (), { 24*c8dee2aaSAndroid Build Coastguard Worker * await new Promise((resolve, _) = > { 25*c8dee2aaSAndroid Build Coastguard Worker * setTimeout(resolve, 0); 26*c8dee2aaSAndroid Build Coastguard Worker * }) 27*c8dee2aaSAndroid Build Coastguard Worker * }); 28*c8dee2aaSAndroid Build Coastguard Worker * 29*c8dee2aaSAndroid Build Coastguard Worker * WebGPUTickFunction(wgpu::Device&) { asyncSleep(); } 30*c8dee2aaSAndroid Build Coastguard Worker * 31*c8dee2aaSAndroid Build Coastguard Worker * If no DawnTickFunction is provided then the graphite::Context will be "non-yielding". This 32*c8dee2aaSAndroid Build Coastguard Worker * implies the following restrictions on the Context: 33*c8dee2aaSAndroid Build Coastguard Worker * 34*c8dee2aaSAndroid Build Coastguard Worker * 1) SyncToCpu::kYes is disallowed as a parameter to Context::submit. 35*c8dee2aaSAndroid Build Coastguard Worker * 2) The client must guarantee that GPU work has completed before destroying Context as Context 36*c8dee2aaSAndroid Build Coastguard Worker * cannot await the work completion in its destructor. Context reports whether it is awaiting 37*c8dee2aaSAndroid Build Coastguard Worker * GPU work completion via Context::hasUnfinishedGpuWork(). 38*c8dee2aaSAndroid Build Coastguard Worker * 39*c8dee2aaSAndroid Build Coastguard Worker * Using a non-yielding Context makes it possible to build and run Graphite/Dawn on WebGPU without 40*c8dee2aaSAndroid Build Coastguard Worker * -s ASYNCIFY. 41*c8dee2aaSAndroid Build Coastguard Worker */ 42*c8dee2aaSAndroid Build Coastguard Worker using DawnTickFunction = void(const wgpu::Instance& device); 43*c8dee2aaSAndroid Build Coastguard Worker 44*c8dee2aaSAndroid Build Coastguard Worker #if !defined(__EMSCRIPTEN__) DawnNativeProcessEventsFunction(const wgpu::Instance & instance)45*c8dee2aaSAndroid Build Coastguard WorkerSK_API inline void DawnNativeProcessEventsFunction(const wgpu::Instance& instance) { 46*c8dee2aaSAndroid Build Coastguard Worker instance.ProcessEvents(); 47*c8dee2aaSAndroid Build Coastguard Worker } 48*c8dee2aaSAndroid Build Coastguard Worker #endif 49*c8dee2aaSAndroid Build Coastguard Worker 50*c8dee2aaSAndroid Build Coastguard Worker // The DawnBackendContext contains all of the base Dawn objects needed by the graphite Dawn 51*c8dee2aaSAndroid Build Coastguard Worker // backend. The client will create this object and pass it into the Context::MakeDawn factory call 52*c8dee2aaSAndroid Build Coastguard Worker // when setting up Skia. 53*c8dee2aaSAndroid Build Coastguard Worker struct SK_API DawnBackendContext { 54*c8dee2aaSAndroid Build Coastguard Worker wgpu::Instance fInstance; 55*c8dee2aaSAndroid Build Coastguard Worker wgpu::Device fDevice; 56*c8dee2aaSAndroid Build Coastguard Worker wgpu::Queue fQueue; 57*c8dee2aaSAndroid Build Coastguard Worker // See comment on DawnTickFunction. 58*c8dee2aaSAndroid Build Coastguard Worker DawnTickFunction* fTick = 59*c8dee2aaSAndroid Build Coastguard Worker #if defined(__EMSCRIPTEN__) 60*c8dee2aaSAndroid Build Coastguard Worker nullptr; 61*c8dee2aaSAndroid Build Coastguard Worker #else 62*c8dee2aaSAndroid Build Coastguard Worker DawnNativeProcessEventsFunction; 63*c8dee2aaSAndroid Build Coastguard Worker #endif 64*c8dee2aaSAndroid Build Coastguard Worker }; 65*c8dee2aaSAndroid Build Coastguard Worker 66*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite 67*c8dee2aaSAndroid Build Coastguard Worker 68*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_DawnBackendContext_DEFINED 69