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/*
* Copyright (C) 2021-2023 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 "BufferSource.h"
#include "GPUCommandBuffer.h"
#include "GPUExtent3DDict.h"
#include "GPUImageCopyExternalImage.h"
#include "GPUImageCopyTexture.h"
#include "GPUImageCopyTextureTagged.h"
#include "GPUImageDataLayout.h"
#include "GPUIntegralTypes.h"
#include "WebGPUQueue.h"
#include <optional>
#include <wtf/Ref.h>
#include <wtf/RefCounted.h>
#include <wtf/RefPtr.h>
#include <wtf/Vector.h>
#include <wtf/text/WTFString.h>
namespace WebCore {
class GPUBuffer;
namespace WebGPU {
class Device;
}
class GPUQueue : public RefCounted<GPUQueue> {
public:
static Ref<GPUQueue> create(Ref<WebGPU::Queue>&& backing, WebGPU::Device& device)
{
return adoptRef(*new GPUQueue(WTFMove(backing), device));
}
String label() const;
void setLabel(String&&);
void submit(Vector<Ref<GPUCommandBuffer>>&&);
using OnSubmittedWorkDonePromise = DOMPromiseDeferred<IDLNull>;
void onSubmittedWorkDone(OnSubmittedWorkDonePromise&&);
ExceptionOr<void> writeBuffer(
const GPUBuffer&,
GPUSize64 bufferOffset,
BufferSource&& data,
std::optional<GPUSize64> dataOffset,
std::optional<GPUSize64>);
void writeTexture(
const GPUImageCopyTexture& destination,
BufferSource&& data,
const GPUImageDataLayout&,
const GPUExtent3D& size);
ExceptionOr<void> copyExternalImageToTexture(
ScriptExecutionContext&,
const GPUImageCopyExternalImage& source,
const GPUImageCopyTextureTagged& destination,
const GPUExtent3D& copySize);
WebGPU::Queue& backing() { return m_backing; }
const WebGPU::Queue& backing() const { return m_backing; }
private:
GPUQueue(Ref<WebGPU::Queue>&&, WebGPU::Device&);
Ref<WebGPU::Queue> m_backing;
WeakPtr<WebGPU::Device> m_device;
};
}
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