CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
73ea1f1106
What was previously the Device's loss status is now a state that also contains the "being created" state. Its transitions are entirely handled in the frontend which enforces somewhat uniform lifecycles between backends. The backend devices' ShutDownImpl() function is now guaranteed to be called only during the destructor, which leads to further simplification. Previously Destroy() could also be called when the device was first lost. This require complications because, for example, a WGPUBuffer could still exist, and would want to call some resource allocator service after the call to Destroy(). Now destruction of the device's backing API objects is deferred to the destructor. (that's ok as long as the application can't submit any more work). WaitForCompletion is now guaranteed to be called before ShutDownImpl() iff the call to DeviceBase::Initialize was succesful and the backing device not lost. The idea is that after DeviceBase::Initialize, the GPU can have some work enqueued and we need to wait for it to complete before deleting backing API objects. In the future we might also have backend be reentrant, using WebGPU itself to implement parts of the backend. Reentrant calls would only be allowed after DeviceBase::Initialize. Also the DynamicUploader that was special-cased in all backends is now handled entirely by the frontend. Bug: dawn:373 Change-Id: I985417d67727ea3bc11849c999c5ef0e02403223 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18801 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> |
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build_overrides | ||
docs | ||
examples | ||
generator | ||
infra/config | ||
scripts | ||
src | ||
third_party | ||
tools/memory/asan | ||
.clang-format | ||
.gitattributes | ||
.gitignore | ||
.gn | ||
AUTHORS | ||
BUILD.gn | ||
CMakeLists.txt | ||
CONTRIBUTING.md | ||
DEPS | ||
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
Documentation table of content
Developer documentation:
User documentation: (TODO, figure out what overlaps with webgpu.h docs)
Status
(TODO)
License
Apache 2.0 Public License, please see LICENSE.
Disclaimer
This is not an officially supported Google product.