CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
ecc3fe6f0f
This is done by moving the set up of these attributes to the place where the wrapper objects are created, by doing: jsObject.DefineProperty("foo", impl->getOnceFoo()); Three alternatives that weren't chosen are: - Caching a weak reference to the member's Napi::Value on the wrapper struct, and recreate it only as needed. This is good because it doesn't risk using the value after it is GCed, but it can result in multiple calls to the getters, which could be unexpected (for example for GPUDevice.lost in a follow-up CL). - Caching a persistent reference to the member's Napi::Value on the wrapper struct. This calls the getter once and doesn't risk using the value after it is GCed. However if Javascript does something like `myGPUDevice.limits.device = myGPUDevice`, a cycle is created that the GC doesn't have visibility into, and that can't be collected. (the origin of the edge of the reference graph that persistent references make is unknown to the GC). - Caching the member on a hidden variable of the JS object. I didn't find a way to do this. The closest would have been to do jsObject[Symbol(...)] = cachedValue but even symbols can be retrieved with Object.getOwnPropertySymbols. Bug: dawn:1123 Fixed: dawn:1144 Change-Id: I1bc82dd9d10be95bf2bdca73bdfb843bc556d2df Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/85361 Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> |
||
---|---|---|
.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.