CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
2a87c84c56
When we do B2T or T2B copy from/to a buffer with paddings, D3D12 may wrongly calculate the required buffer size. For example, if copySize = {1, 1, 2}, offset = 0, bytesPerRow = 256, and rowsPerImage = 2 (there is 1-row padding for every image), and we are copying a non-compressed format like rgba8unorm, the required minimum buffer size should be: offset + bytesPerRow * rowsPerImage * (copySize.depthOrArrayLayers - 1) + bytesPerRow * (copySize.height - 1) + bytesPerBlock * copySize.width. It is 0 + 256 * 2 * (2 - 1) + 256 * (1 - 1) + 4 * 1 = 516. The required minimum buffer on D3D12 (including WARP) size is: offset + bytesPerRow * rowsPerImage * (copySize.depthOrArrayLayers - 1) + bytesPerRow * (rowsPerImage - 1) + bytesPerBlock * copySize.width. Or offset + bytesPerRow * rowsPerImage * copySize.depthOrArrayLayers + bytesPerBlock * copySize.width - bytesPerRow. It is 0 + 256 * 2 * (2 - 1) + 256 * (2 - 1) + 4 * 1 = 772. It looks like D3D12 requires unnecessary buffer storage for rowsPerImagePadding in the last image. It does respect bytesPerRowPadding in the last row and doesn't require storage for that part, though. You can verify the buffer size requirement on D3D12 backend with the new tests via --enable-backend-validation. The validation layer says that D3D12 requires 772 bytes but we only provide a 516-bytes buffer, and leads to E_INVALIDARG (Error code 0x80070057) when run mD3d12CommandList->Close() in CommandRecordingContext::ExecuteCommandList and causes device lost. Bug: dawn:1278, dawn:1288, dawn:1289 Change-Id: Icfb792dec60ff7444cb20b3c283709cdb165f80a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/85341 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com> |
||
---|---|---|
.vscode | ||
build_overrides | ||
docs | ||
generator | ||
include | ||
infra | ||
samples/dawn | ||
scripts | ||
src | ||
test/tint | ||
third_party | ||
tools | ||
webgpu-cts | ||
.clang-format | ||
.gitattributes | ||
.gitignore | ||
.gn | ||
AUTHORS | ||
BUILD.gn | ||
CMakeLists.txt | ||
DEPS | ||
DIR_METADATA | ||
LICENSE | ||
OWNERS | ||
PRESUBMIT.py | ||
README.chromium | ||
README.md | ||
codereview.settings | ||
dawn.json | ||
dawn_wire.json |
README.md
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
.
- The
- 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
Helpful links:
- Dawn's bug tracker if you find issues with Dawn.
- Dawn's mailing list for other discussions related to Dawn.
- Dawn's source code
- Dawn's Matrix chatroom for live discussion around contributing or using Dawn.
- WebGPU's Matrix chatroom
Documentation table of content
Developer documentation:
- Dawn overview
- Building Dawn
- Contributing to Dawn
- Testing Dawn
- Debugging Dawn
- Dawn's infrastructure
- Dawn errors
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.