CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
3194b4a31f
Calling ID3D12SharingContract::Present issues GPU work on the command queue which needs to be synchronized with resource deallocation. This seems to work now perhaps due to the keyed mutex semantics keeping the D3D11 texture alive for longer than necessary. With fences, this missing synchronization causes the validation layers to complain about early deallocation of the ID3D12Resource. Moving the Present to SynchronizeImportTextureBeforeUse ensures that it happens before NextSerial and hence the signal fence that's recorded will include any GPU work issued by Present. Also, resource deallocation will happen after this work. However, this has the side-effect of PIX seeing more frames, once per ExecuteCommandLists, but it could be argued that's more accurate and useful. Bug: dawn:1544 Change-Id: I1b417049045a812837f67072d7f09ac47bc18125 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/103841 Reviewed-by: Austin Eng <enga@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org> |
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build_overrides | ||
docs | ||
generator | ||
include | ||
infra | ||
scripts | ||
src | ||
test | ||
third_party | ||
tools | ||
webgpu-cts | ||
.clang-format | ||
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.gitattributes | ||
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AUTHORS | ||
BUILD.gn | ||
CMakeLists.txt | ||
CMakeSettings.json | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
CPPLINT.cfg | ||
DEPS | ||
DIR_METADATA | ||
Doxyfile | ||
LICENSE | ||
OWNERS | ||
PRESUBMIT.py | ||
README.chromium | ||
README.md | ||
codereview.settings | ||
dawn.json | ||
dawn_wire.json | ||
go.mod | ||
go.sum | ||
go_presubmit_support.py | ||
tint_overrides_with_defaults.gni |
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, Metal, Vulkan and OpenGL. See per API support for more details.
- 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) that can be used in standalone to convert shaders from and to WGSL.
Helpful links:
- Dawn bug tracker if you find issues with Dawn.
- Tint bug tracker if you find issues with Tint.
- 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
- Tint mirror for standalone usage.
Documentation table of content
Developer documentation:
- Dawn overview
- Building
- Contributing
- Code of Conduct
- Testing Dawn
- Debugging Dawn
- Dawn's infrastructure
- Dawn errors
- Tint experimental extensions
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.