dawn-cmake/docs/dawn/features/implicit_device_sync.md

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# Implicit Device Synchronization
`implicit-device-sync` is an experimental feature that offers multithreading support for `dawn_native`.
Additional functionality:
- `wgpu::Device` and most of its child objects are safe to be used on multiple threads, including:
- `wgpu::Queue`.
- `wgpu::BindGroup`.
- `wgpu::BindGroupLayout`.
- `wgpu::Buffer`. See Notes.
- `wgpu::Texture`.
- `wgpu::TextureView`.
- `wgpu::ComputePipeline`.
- `wgpu::RenderPipeline`.
- `wgpu::PipelineLayout`.
- `wgpu::Sampler`.
- `wgpu::ShaderModule`.
- `wgpu::SwapChain`.
- These objects are *not* safe to be used concurrently:
- `wgpu:CommandEncoder`.
- `wgpu:ComputePassEncoder`.
- `wgpu:RenderPassEncoder`.
- `wgpu:RenderBundleEncoder`.
- Except that the creation, referencing, releasing and destruction of these objects are guaranteed to be thread safe.
Notes:
- This feature is experimental, meaning currently it has some limitations:
- For `wgpu::Buffer` to be safe on multiple threads. Proper manual synchronization must be done by users to ensure that the buffer is not currently being mapped and being used by any render/compute pass encoder at the same time on different threads.
- Enabling this feature will disable the compatibility between `wgpu::BindGroupLayout`. That means the two different `wgpu::BindGroupLayout` objects created with equivalent `wgpu::BindGroupLayoutDescriptor` won't be considered "group-equivalent" anymore. You can only use a `wgpu::BindGroup` with a `wgpu::RenderPipeline`/`wgpu::ComputePipeline` if they are both created with the same `wgpu::BindGroupLayout`.
- Consider using `wgpu::RenderPipeline::GetBindGroupLayout()`/`wgpu::ComputePipeline::GetBindGroupLayout()` when creating a `wgpu::BindGroup`.