servo/components/shared/webgpu/messages/recv.rs
sagudev 73b778e67f
Introduce snapshot concept of canvas (#36119)
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>
2025-04-23 07:32:47 +00:00

339 lines
11 KiB
Rust

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
//! IPC messages that are received in the WebGPU thread
//! (usually from the ScriptThread, and more specifically from DOM objects)
use arrayvec::ArrayVec;
use base::id::PipelineId;
use ipc_channel::ipc::{IpcSender, IpcSharedMemory};
use serde::{Deserialize, Serialize};
use snapshot::IpcSnapshot;
use webrender_api::ImageKey;
use webrender_api::units::DeviceIntSize;
use wgpu_core::Label;
use wgpu_core::binding_model::{
BindGroupDescriptor, BindGroupLayoutDescriptor, PipelineLayoutDescriptor,
};
use wgpu_core::command::{
RenderBundleDescriptor, RenderBundleEncoder, RenderPassColorAttachment,
RenderPassDepthStencilAttachment, TexelCopyBufferInfo, TexelCopyTextureInfo,
};
use wgpu_core::device::HostMap;
pub use wgpu_core::id::markers::{
ComputePassEncoder as ComputePass, RenderPassEncoder as RenderPass,
};
use wgpu_core::id::{
AdapterId, BindGroupId, BindGroupLayoutId, BufferId, CommandBufferId, CommandEncoderId,
ComputePassEncoderId, ComputePipelineId, DeviceId, PipelineLayoutId, QuerySetId, QueueId,
RenderBundleId, RenderPassEncoderId, RenderPipelineId, SamplerId, ShaderModuleId, TextureId,
TextureViewId,
};
pub use wgpu_core::id::{
ComputePassEncoderId as ComputePassId, RenderPassEncoderId as RenderPassId,
};
use wgpu_core::instance::RequestAdapterOptions;
use wgpu_core::pipeline::{ComputePipelineDescriptor, RenderPipelineDescriptor};
use wgpu_core::resource::{
BufferAccessError, BufferDescriptor, SamplerDescriptor, TextureDescriptor,
TextureViewDescriptor,
};
use wgpu_types::{
BufferAddress, CommandBufferDescriptor, CommandEncoderDescriptor, DeviceDescriptor, Extent3d,
TexelCopyBufferLayout,
};
use crate::{
ContextConfiguration, Error, ErrorFilter, Mapping, PRESENTATION_BUFFER_COUNT, RenderCommand,
ShaderCompilationInfo, WebGPUAdapter, WebGPUAdapterResponse, WebGPUComputePipelineResponse,
WebGPUContextId, WebGPUDeviceResponse, WebGPUPoppedErrorScopeResponse,
WebGPURenderPipelineResponse,
};
#[derive(Debug, Deserialize, Serialize)]
pub enum WebGPURequest {
BufferMapAsync {
sender: IpcSender<Result<Mapping, BufferAccessError>>,
buffer_id: BufferId,
device_id: DeviceId,
host_map: HostMap,
offset: u64,
size: Option<u64>,
},
CommandEncoderFinish {
command_encoder_id: CommandEncoderId,
device_id: DeviceId,
desc: CommandBufferDescriptor<Label<'static>>,
},
CopyBufferToBuffer {
command_encoder_id: CommandEncoderId,
source_id: BufferId,
source_offset: BufferAddress,
destination_id: BufferId,
destination_offset: BufferAddress,
size: BufferAddress,
},
CopyBufferToTexture {
command_encoder_id: CommandEncoderId,
source: TexelCopyBufferInfo,
destination: TexelCopyTextureInfo,
copy_size: Extent3d,
},
CopyTextureToBuffer {
command_encoder_id: CommandEncoderId,
source: TexelCopyTextureInfo,
destination: TexelCopyBufferInfo,
copy_size: Extent3d,
},
CopyTextureToTexture {
command_encoder_id: CommandEncoderId,
source: TexelCopyTextureInfo,
destination: TexelCopyTextureInfo,
copy_size: Extent3d,
},
CreateBindGroup {
device_id: DeviceId,
bind_group_id: BindGroupId,
descriptor: BindGroupDescriptor<'static>,
},
CreateBindGroupLayout {
device_id: DeviceId,
bind_group_layout_id: BindGroupLayoutId,
descriptor: Option<BindGroupLayoutDescriptor<'static>>,
},
CreateBuffer {
device_id: DeviceId,
buffer_id: BufferId,
descriptor: BufferDescriptor<'static>,
},
CreateCommandEncoder {
device_id: DeviceId,
command_encoder_id: CommandEncoderId,
desc: CommandEncoderDescriptor<Label<'static>>,
},
CreateComputePipeline {
device_id: DeviceId,
compute_pipeline_id: ComputePipelineId,
descriptor: ComputePipelineDescriptor<'static>,
implicit_ids: Option<(PipelineLayoutId, Vec<BindGroupLayoutId>)>,
/// present only on ASYNC versions
async_sender: Option<IpcSender<WebGPUComputePipelineResponse>>,
},
CreatePipelineLayout {
device_id: DeviceId,
pipeline_layout_id: PipelineLayoutId,
descriptor: PipelineLayoutDescriptor<'static>,
},
CreateRenderPipeline {
device_id: DeviceId,
render_pipeline_id: RenderPipelineId,
descriptor: RenderPipelineDescriptor<'static>,
implicit_ids: Option<(PipelineLayoutId, Vec<BindGroupLayoutId>)>,
/// present only on ASYNC versions
async_sender: Option<IpcSender<WebGPURenderPipelineResponse>>,
},
CreateSampler {
device_id: DeviceId,
sampler_id: SamplerId,
descriptor: SamplerDescriptor<'static>,
},
CreateShaderModule {
device_id: DeviceId,
program_id: ShaderModuleId,
program: String,
label: Option<String>,
sender: IpcSender<Option<ShaderCompilationInfo>>,
},
/// Creates context
CreateContext {
buffer_ids: ArrayVec<BufferId, PRESENTATION_BUFFER_COUNT>,
size: DeviceIntSize,
sender: IpcSender<(WebGPUContextId, ImageKey)>,
},
/// Recreates swapchain (if needed)
UpdateContext {
context_id: WebGPUContextId,
size: DeviceIntSize,
configuration: Option<ContextConfiguration>,
},
/// Reads texture to swapchains buffer and maps it
SwapChainPresent {
context_id: WebGPUContextId,
texture_id: TextureId,
encoder_id: CommandEncoderId,
},
/// Obtains image from latest presentation buffer (same as wr update)
GetImage {
context_id: WebGPUContextId,
sender: IpcSender<IpcSnapshot>,
},
ValidateTextureDescriptor {
device_id: DeviceId,
texture_id: TextureId,
descriptor: TextureDescriptor<'static>,
},
DestroyContext {
context_id: WebGPUContextId,
},
CreateTexture {
device_id: DeviceId,
texture_id: TextureId,
descriptor: TextureDescriptor<'static>,
},
CreateTextureView {
texture_id: TextureId,
texture_view_id: TextureViewId,
device_id: DeviceId,
descriptor: Option<TextureViewDescriptor<'static>>,
},
DestroyBuffer(BufferId),
DestroyDevice(DeviceId),
DestroyTexture(TextureId),
DropTexture(TextureId),
DropAdapter(AdapterId),
DropDevice(DeviceId),
DropBuffer(BufferId),
DropPipelineLayout(PipelineLayoutId),
DropComputePipeline(ComputePipelineId),
DropRenderPipeline(RenderPipelineId),
DropBindGroup(BindGroupId),
DropBindGroupLayout(BindGroupLayoutId),
DropCommandBuffer(CommandBufferId),
DropTextureView(TextureViewId),
DropSampler(SamplerId),
DropShaderModule(ShaderModuleId),
DropRenderBundle(RenderBundleId),
DropQuerySet(QuerySetId),
DropComputePass(ComputePassEncoderId),
DropRenderPass(RenderPassEncoderId),
Exit(IpcSender<()>),
RenderBundleEncoderFinish {
render_bundle_encoder: RenderBundleEncoder,
descriptor: RenderBundleDescriptor<'static>,
render_bundle_id: RenderBundleId,
device_id: DeviceId,
},
RequestAdapter {
sender: IpcSender<WebGPUAdapterResponse>,
options: RequestAdapterOptions,
adapter_id: AdapterId,
},
RequestDevice {
sender: IpcSender<WebGPUDeviceResponse>,
adapter_id: WebGPUAdapter,
descriptor: DeviceDescriptor<Option<String>>,
device_id: DeviceId,
queue_id: QueueId,
pipeline_id: PipelineId,
},
// Compute Pass
BeginComputePass {
command_encoder_id: CommandEncoderId,
compute_pass_id: ComputePassId,
label: Label<'static>,
device_id: DeviceId,
},
ComputePassSetPipeline {
compute_pass_id: ComputePassId,
pipeline_id: ComputePipelineId,
device_id: DeviceId,
},
ComputePassSetBindGroup {
compute_pass_id: ComputePassId,
index: u32,
bind_group_id: BindGroupId,
offsets: Vec<u32>,
device_id: DeviceId,
},
ComputePassDispatchWorkgroups {
compute_pass_id: ComputePassId,
x: u32,
y: u32,
z: u32,
device_id: DeviceId,
},
ComputePassDispatchWorkgroupsIndirect {
compute_pass_id: ComputePassId,
buffer_id: BufferId,
offset: u64,
device_id: DeviceId,
},
EndComputePass {
compute_pass_id: ComputePassId,
device_id: DeviceId,
command_encoder_id: CommandEncoderId,
},
// Render Pass
BeginRenderPass {
command_encoder_id: CommandEncoderId,
render_pass_id: RenderPassId,
label: Label<'static>,
color_attachments: Vec<Option<RenderPassColorAttachment>>,
depth_stencil_attachment: Option<RenderPassDepthStencilAttachment>,
device_id: DeviceId,
},
RenderPassCommand {
render_pass_id: RenderPassId,
render_command: RenderCommand,
device_id: DeviceId,
},
EndRenderPass {
render_pass_id: RenderPassId,
device_id: DeviceId,
command_encoder_id: CommandEncoderId,
},
Submit {
device_id: DeviceId,
queue_id: QueueId,
command_buffers: Vec<CommandBufferId>,
},
UnmapBuffer {
buffer_id: BufferId,
/// Return back mapping for writeback
mapping: Option<Mapping>,
},
WriteBuffer {
device_id: DeviceId,
queue_id: QueueId,
buffer_id: BufferId,
buffer_offset: u64,
data: IpcSharedMemory,
},
WriteTexture {
device_id: DeviceId,
queue_id: QueueId,
texture_cv: TexelCopyTextureInfo,
data_layout: TexelCopyBufferLayout,
size: Extent3d,
data: IpcSharedMemory,
},
QueueOnSubmittedWorkDone {
sender: IpcSender<()>,
queue_id: QueueId,
},
PushErrorScope {
device_id: DeviceId,
filter: ErrorFilter,
},
DispatchError {
device_id: DeviceId,
error: Error,
},
PopErrorScope {
device_id: DeviceId,
sender: IpcSender<WebGPUPoppedErrorScopeResponse>,
},
ComputeGetBindGroupLayout {
device_id: DeviceId,
pipeline_id: ComputePipelineId,
index: u32,
id: BindGroupLayoutId,
},
RenderGetBindGroupLayout {
device_id: DeviceId,
pipeline_id: RenderPipelineId,
index: u32,
id: BindGroupLayoutId,
},
}