Corentin Wallez 0f97df8c53 dawn::wire::client: Track the object generation on the objects
Previously the ObjectAllocator was tracking the generation on the side
of the object. This was done to avoid the need to check that the objects
aren't null before accessing the generation in ClientHandlers. This is
only a very minor optimization for return commands so it is removed in
favor of simplifying the code.

The code is simplified in a bunch of place by getting the ObjectHandle
for an object directly (since it knows the generation now) instead of
walking the object graph returned by the allocator.

The ObjectBase class is also changed to store an ObjectHandle
interrnally that's only accessible via getters. Encapsulating the other
memebers will be done in follow-up CLs.

Also adds the generation to the ObjectBaseParams since all ObjectBases
now require it.

Bug: dawn:1451
Change-Id: Ic6c850fc989f715f7c80952ff447b7c29378cd27
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/93146
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-06-14 14:55:46 +00:00
2022-06-13 16:58:27 +00:00
2022-06-10 18:33:23 +00:00
2022-05-30 18:00:58 +00:00
2022-05-19 13:07:49 +00:00
2022-04-11 16:40:00 +00:00
2020-03-02 15:47:43 -05:00
2022-04-10 22:14:00 +00:00
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2021-12-02 21:25:58 +00:00

Dawn's logo: a sun rising behind a stylized mountain inspired by the WebGPU logo. The text "Dawn" is written below it.

Dawn, a WebGPU implementation

Dawn is an open-source and cross-platform implementation of the work-in-progress WebGPU standard. More precisely it implements webgpu.h that is a one-to-one mapping with the WebGPU IDL. Dawn is meant to be integrated as part of a larger system and is the underlying implementation of WebGPU in Chromium.

Dawn provides several WebGPU building blocks:

  • WebGPU C/C++ headers that applications and other building blocks use.
    • The webgpu.h version that Dawn implements.
    • A C++ wrapper for the webgpu.h.
  • A "native" implementation of WebGPU using platforms' GPU APIs:
    • D3D12 on Windows 10
    • Metal on macOS and iOS
    • Vulkan on Windows, Linux, ChromeOS, Android and Fuchsia
    • OpenGL as best effort where available
  • A client-server implementation of WebGPU for applications that are in a sandbox without access to native drivers
  • Tint is a compiler for the WebGPU Shader Language (WGSL).

Helpful links:

Documentation table of content

Developer documentation:

User documentation: (TODO, figure out what overlaps with the webgpu.h docs)

Status

(TODO)

License

Apache 2.0 Public License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.

Description
CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
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