32 lines
1.7 KiB
Markdown
32 lines
1.7 KiB
Markdown
# Implicit Device Synchronization
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`implicit-device-sync` is an experimental feature that offers multithreading support for `dawn_native`.
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Additional functionality:
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- `wgpu::Device` and most of its child objects are safe to be used on multiple threads, including:
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- `wgpu::Queue`.
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- `wgpu::BindGroup`.
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- `wgpu::BindGroupLayout`.
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- `wgpu::Buffer`. See Notes.
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- `wgpu::Texture`.
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- `wgpu::TextureView`.
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- `wgpu::ComputePipeline`.
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- `wgpu::RenderPipeline`.
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- `wgpu::PipelineLayout`.
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- `wgpu::Sampler`.
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- `wgpu::ShaderModule`.
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- `wgpu::SwapChain`.
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- These objects are *not* safe to be used concurrently:
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- `wgpu:CommandEncoder`.
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- `wgpu:ComputePassEncoder`.
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- `wgpu:RenderPassEncoder`.
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- `wgpu:RenderBundleEncoder`.
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- Except that the creation, referencing, releasing and destruction of these objects are guaranteed to be thread safe.
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Notes:
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- This feature is experimental, meaning currently it has some limitations:
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- For `wgpu::Buffer` to be safe on multiple threads. Proper manual synchronization must be done by users to ensure that the buffer is not currently being mapped and being used by any render/compute pass encoder at the same time on different threads.
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- Enabling this feature will disable the compatibility between `wgpu::BindGroupLayout`. That means the two different `wgpu::BindGroupLayout` objects created with equivalent `wgpu::BindGroupLayoutDescriptor` won't be considered "group-equivalent" anymore. You can only use a `wgpu::BindGroup` with a `wgpu::RenderPipeline`/`wgpu::ComputePipeline` if they are both created with the same `wgpu::BindGroupLayout`.
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- Consider using `wgpu::RenderPipeline::GetBindGroupLayout()`/`wgpu::ComputePipeline::GetBindGroupLayout()` when creating a `wgpu::BindGroup`.
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