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Each canvas context returns snapshot instead of just raw bytes. This allows as to hold off conversions (BGRA <-> RGBA, (un)premultiply) to when/if they are actually needed. For example when loading snapshot into webgl we can load both RGBA and BGRA so no conversion is really needed. Currently whole thing is designed to be able to be extend on https://github.com/servo/ipc-channel/pull/356, to make less copies. Hence some commented out code. Fixes #35759 There are tests for these changes in WPT --------- Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
339 lines
11 KiB
Rust
339 lines
11 KiB
Rust
/* 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 https://mozilla.org/MPL/2.0/. */
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//! IPC messages that are received in the WebGPU thread
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//! (usually from the ScriptThread, and more specifically from DOM objects)
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use arrayvec::ArrayVec;
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use base::id::PipelineId;
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use ipc_channel::ipc::{IpcSender, IpcSharedMemory};
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use serde::{Deserialize, Serialize};
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use snapshot::IpcSnapshot;
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use webrender_api::ImageKey;
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use webrender_api::units::DeviceIntSize;
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use wgpu_core::Label;
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use wgpu_core::binding_model::{
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BindGroupDescriptor, BindGroupLayoutDescriptor, PipelineLayoutDescriptor,
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};
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use wgpu_core::command::{
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RenderBundleDescriptor, RenderBundleEncoder, RenderPassColorAttachment,
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RenderPassDepthStencilAttachment, TexelCopyBufferInfo, TexelCopyTextureInfo,
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};
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use wgpu_core::device::HostMap;
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pub use wgpu_core::id::markers::{
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ComputePassEncoder as ComputePass, RenderPassEncoder as RenderPass,
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};
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use wgpu_core::id::{
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AdapterId, BindGroupId, BindGroupLayoutId, BufferId, CommandBufferId, CommandEncoderId,
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ComputePassEncoderId, ComputePipelineId, DeviceId, PipelineLayoutId, QuerySetId, QueueId,
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RenderBundleId, RenderPassEncoderId, RenderPipelineId, SamplerId, ShaderModuleId, TextureId,
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TextureViewId,
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};
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pub use wgpu_core::id::{
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ComputePassEncoderId as ComputePassId, RenderPassEncoderId as RenderPassId,
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};
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use wgpu_core::instance::RequestAdapterOptions;
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use wgpu_core::pipeline::{ComputePipelineDescriptor, RenderPipelineDescriptor};
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use wgpu_core::resource::{
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BufferAccessError, BufferDescriptor, SamplerDescriptor, TextureDescriptor,
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TextureViewDescriptor,
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};
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use wgpu_types::{
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BufferAddress, CommandBufferDescriptor, CommandEncoderDescriptor, DeviceDescriptor, Extent3d,
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TexelCopyBufferLayout,
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};
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use crate::{
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ContextConfiguration, Error, ErrorFilter, Mapping, PRESENTATION_BUFFER_COUNT, RenderCommand,
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ShaderCompilationInfo, WebGPUAdapter, WebGPUAdapterResponse, WebGPUComputePipelineResponse,
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WebGPUContextId, WebGPUDeviceResponse, WebGPUPoppedErrorScopeResponse,
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WebGPURenderPipelineResponse,
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};
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#[derive(Debug, Deserialize, Serialize)]
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pub enum WebGPURequest {
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BufferMapAsync {
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sender: IpcSender<Result<Mapping, BufferAccessError>>,
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buffer_id: BufferId,
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device_id: DeviceId,
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host_map: HostMap,
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offset: u64,
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size: Option<u64>,
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},
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CommandEncoderFinish {
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command_encoder_id: CommandEncoderId,
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device_id: DeviceId,
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desc: CommandBufferDescriptor<Label<'static>>,
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},
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CopyBufferToBuffer {
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command_encoder_id: CommandEncoderId,
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source_id: BufferId,
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source_offset: BufferAddress,
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destination_id: BufferId,
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destination_offset: BufferAddress,
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size: BufferAddress,
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},
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CopyBufferToTexture {
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command_encoder_id: CommandEncoderId,
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source: TexelCopyBufferInfo,
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destination: TexelCopyTextureInfo,
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copy_size: Extent3d,
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},
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CopyTextureToBuffer {
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command_encoder_id: CommandEncoderId,
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source: TexelCopyTextureInfo,
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destination: TexelCopyBufferInfo,
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copy_size: Extent3d,
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},
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CopyTextureToTexture {
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command_encoder_id: CommandEncoderId,
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source: TexelCopyTextureInfo,
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destination: TexelCopyTextureInfo,
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copy_size: Extent3d,
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},
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CreateBindGroup {
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device_id: DeviceId,
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bind_group_id: BindGroupId,
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descriptor: BindGroupDescriptor<'static>,
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},
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CreateBindGroupLayout {
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device_id: DeviceId,
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bind_group_layout_id: BindGroupLayoutId,
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descriptor: Option<BindGroupLayoutDescriptor<'static>>,
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},
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CreateBuffer {
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device_id: DeviceId,
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buffer_id: BufferId,
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descriptor: BufferDescriptor<'static>,
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},
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CreateCommandEncoder {
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device_id: DeviceId,
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command_encoder_id: CommandEncoderId,
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desc: CommandEncoderDescriptor<Label<'static>>,
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},
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CreateComputePipeline {
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device_id: DeviceId,
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compute_pipeline_id: ComputePipelineId,
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descriptor: ComputePipelineDescriptor<'static>,
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implicit_ids: Option<(PipelineLayoutId, Vec<BindGroupLayoutId>)>,
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/// present only on ASYNC versions
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async_sender: Option<IpcSender<WebGPUComputePipelineResponse>>,
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},
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CreatePipelineLayout {
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device_id: DeviceId,
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pipeline_layout_id: PipelineLayoutId,
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descriptor: PipelineLayoutDescriptor<'static>,
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},
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CreateRenderPipeline {
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device_id: DeviceId,
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render_pipeline_id: RenderPipelineId,
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descriptor: RenderPipelineDescriptor<'static>,
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implicit_ids: Option<(PipelineLayoutId, Vec<BindGroupLayoutId>)>,
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/// present only on ASYNC versions
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async_sender: Option<IpcSender<WebGPURenderPipelineResponse>>,
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},
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CreateSampler {
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device_id: DeviceId,
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sampler_id: SamplerId,
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descriptor: SamplerDescriptor<'static>,
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},
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CreateShaderModule {
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device_id: DeviceId,
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program_id: ShaderModuleId,
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program: String,
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label: Option<String>,
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sender: IpcSender<Option<ShaderCompilationInfo>>,
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},
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/// Creates context
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CreateContext {
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buffer_ids: ArrayVec<BufferId, PRESENTATION_BUFFER_COUNT>,
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size: DeviceIntSize,
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sender: IpcSender<(WebGPUContextId, ImageKey)>,
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},
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/// Recreates swapchain (if needed)
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UpdateContext {
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context_id: WebGPUContextId,
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size: DeviceIntSize,
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configuration: Option<ContextConfiguration>,
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},
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/// Reads texture to swapchains buffer and maps it
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SwapChainPresent {
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context_id: WebGPUContextId,
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texture_id: TextureId,
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encoder_id: CommandEncoderId,
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},
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/// Obtains image from latest presentation buffer (same as wr update)
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GetImage {
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context_id: WebGPUContextId,
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sender: IpcSender<IpcSnapshot>,
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},
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ValidateTextureDescriptor {
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device_id: DeviceId,
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texture_id: TextureId,
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descriptor: TextureDescriptor<'static>,
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},
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DestroyContext {
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context_id: WebGPUContextId,
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},
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CreateTexture {
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device_id: DeviceId,
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texture_id: TextureId,
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descriptor: TextureDescriptor<'static>,
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},
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CreateTextureView {
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texture_id: TextureId,
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texture_view_id: TextureViewId,
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device_id: DeviceId,
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descriptor: Option<TextureViewDescriptor<'static>>,
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},
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DestroyBuffer(BufferId),
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DestroyDevice(DeviceId),
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DestroyTexture(TextureId),
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DropTexture(TextureId),
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DropAdapter(AdapterId),
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DropDevice(DeviceId),
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DropBuffer(BufferId),
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DropPipelineLayout(PipelineLayoutId),
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DropComputePipeline(ComputePipelineId),
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DropRenderPipeline(RenderPipelineId),
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DropBindGroup(BindGroupId),
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DropBindGroupLayout(BindGroupLayoutId),
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DropCommandBuffer(CommandBufferId),
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DropTextureView(TextureViewId),
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DropSampler(SamplerId),
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DropShaderModule(ShaderModuleId),
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DropRenderBundle(RenderBundleId),
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DropQuerySet(QuerySetId),
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DropComputePass(ComputePassEncoderId),
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DropRenderPass(RenderPassEncoderId),
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Exit(IpcSender<()>),
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RenderBundleEncoderFinish {
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render_bundle_encoder: RenderBundleEncoder,
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descriptor: RenderBundleDescriptor<'static>,
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render_bundle_id: RenderBundleId,
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device_id: DeviceId,
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},
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RequestAdapter {
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sender: IpcSender<WebGPUAdapterResponse>,
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options: RequestAdapterOptions,
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adapter_id: AdapterId,
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},
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RequestDevice {
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sender: IpcSender<WebGPUDeviceResponse>,
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adapter_id: WebGPUAdapter,
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descriptor: DeviceDescriptor<Option<String>>,
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device_id: DeviceId,
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queue_id: QueueId,
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pipeline_id: PipelineId,
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},
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// Compute Pass
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BeginComputePass {
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command_encoder_id: CommandEncoderId,
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compute_pass_id: ComputePassId,
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label: Label<'static>,
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device_id: DeviceId,
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},
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ComputePassSetPipeline {
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compute_pass_id: ComputePassId,
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pipeline_id: ComputePipelineId,
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device_id: DeviceId,
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},
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ComputePassSetBindGroup {
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compute_pass_id: ComputePassId,
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index: u32,
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bind_group_id: BindGroupId,
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offsets: Vec<u32>,
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device_id: DeviceId,
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},
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ComputePassDispatchWorkgroups {
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compute_pass_id: ComputePassId,
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x: u32,
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y: u32,
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z: u32,
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device_id: DeviceId,
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},
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ComputePassDispatchWorkgroupsIndirect {
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compute_pass_id: ComputePassId,
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buffer_id: BufferId,
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offset: u64,
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device_id: DeviceId,
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},
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EndComputePass {
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compute_pass_id: ComputePassId,
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device_id: DeviceId,
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command_encoder_id: CommandEncoderId,
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},
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// Render Pass
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BeginRenderPass {
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command_encoder_id: CommandEncoderId,
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render_pass_id: RenderPassId,
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label: Label<'static>,
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color_attachments: Vec<Option<RenderPassColorAttachment>>,
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depth_stencil_attachment: Option<RenderPassDepthStencilAttachment>,
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device_id: DeviceId,
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},
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RenderPassCommand {
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render_pass_id: RenderPassId,
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render_command: RenderCommand,
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device_id: DeviceId,
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},
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EndRenderPass {
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render_pass_id: RenderPassId,
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device_id: DeviceId,
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command_encoder_id: CommandEncoderId,
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},
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Submit {
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device_id: DeviceId,
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queue_id: QueueId,
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command_buffers: Vec<CommandBufferId>,
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},
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UnmapBuffer {
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buffer_id: BufferId,
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/// Return back mapping for writeback
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mapping: Option<Mapping>,
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},
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WriteBuffer {
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device_id: DeviceId,
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queue_id: QueueId,
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buffer_id: BufferId,
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buffer_offset: u64,
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data: IpcSharedMemory,
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},
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WriteTexture {
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device_id: DeviceId,
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queue_id: QueueId,
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texture_cv: TexelCopyTextureInfo,
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data_layout: TexelCopyBufferLayout,
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size: Extent3d,
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data: IpcSharedMemory,
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},
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QueueOnSubmittedWorkDone {
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sender: IpcSender<()>,
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queue_id: QueueId,
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},
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PushErrorScope {
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device_id: DeviceId,
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filter: ErrorFilter,
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},
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DispatchError {
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device_id: DeviceId,
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error: Error,
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},
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PopErrorScope {
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device_id: DeviceId,
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sender: IpcSender<WebGPUPoppedErrorScopeResponse>,
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},
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ComputeGetBindGroupLayout {
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device_id: DeviceId,
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pipeline_id: ComputePipelineId,
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index: u32,
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id: BindGroupLayoutId,
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},
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RenderGetBindGroupLayout {
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device_id: DeviceId,
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pipeline_id: RenderPipelineId,
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index: u32,
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id: BindGroupLayoutId,
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},
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}
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