CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
7ae5c41412
D3D12 objects can have implicit dependencies on device resources that are not captured by holding ComPtrs: "Direct3D 12 uses COM-style reference counting only for the lifetimes of interfaces (by using the weak reference model of Direct3D tied to the lifetime of the device). All resource and description memory lifetimes are the sole responsibly of the app to maintain for the proper duration, and are not reference counted. Direct3D 11 uses reference counting to manage the lifetimes of interface dependencies as well." Source: https://docs.microsoft.com/en-us/windows/win32/direct3d12/important-changes-from-directx-11-to-directx-12 ExternalImageDXGI can outlive the device it was created on e.g. the D3D shared image backing holds on to the ExternalImageDXGI for its lifetime. ExternalImageDXGI destructor can invoke code that depends on D3D12 resources that might have already been destroyed. In particular, this shows up as ComPtr::Release for ID3D12Fence crashing mysteriously, and is also speculated as the cause for a racy invalid function pointer dereference in crbug.com/1338470. This CL makes the D3D12 backend device destroy the ExternalImageDXGI's resources on device destruction making it effectively a weak pointer. This unblocks landing https://crrev.com/c/3700811 and hopefully fixes crbug.com/1338470 as well. This CL also deprecates unnecessary WGPUDevice param to ProduceTexture, and adds an IsValid() method so that the shared image can check it and decide to recreate the ExternalImageDXGI if needed. Bug: dawn:576, chromium:1338470 Change-Id: I2122cf807587cf3b1218ba29ea291263df0cf698 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/95860 Kokoro: Kokoro <noreply+kokoro@google.com> Auto-Submit: Sunny Sachanandani <sunnyps@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> |
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.vscode | ||
build_overrides | ||
docs | ||
generator | ||
include | ||
infra | ||
scripts | ||
src | ||
test | ||
third_party | ||
tools | ||
webgpu-cts | ||
.clang-format | ||
.clang-tidy | ||
.gitattributes | ||
.gitignore | ||
.gn | ||
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 | ||
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 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:
- 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.