D3D11: Fix bugs in Queue::WriteBuffer for mappable buffers.

Previously when Queue::WriteBuffer was called on a mappable buffer,
D3D11's GPUUsableBuffer would:
1. Mark the buffer as being used by the GPU.
2. Map the mappable storage.
3. Call WriteInternal().
  - WriteInternal() checks if the buffer's last usage serial is less
    than the completed serial to decide whether to map.
  - This check would always fail due to step 1, causing WriteInternal()
    to use a non-mappable storage instead of the mapped one.
  - This resulted in both mappable and non-mappable storages being
    modified in the same function, causing an assertion failure.

Fix by deferring MarkUsedInPendingCommands() to the end of Write(). This
ensures WriteInternal() can successfully map the buffer. Also remove
redundant mapping code from the base class' Write() & Clear() since
WriteInternal() already handles mapping.

Additionally, fix a bug where WriteBuffer with a full buffer
overwrite would skip storage sync but fail to update the revision
number, leaving the storage in an inconsistent state.

Finally, fix a bug in Queue::ForceEventualFlushOfCommands() where it
previously did nothing.

Bug: 345471009
Change-Id: I20d5dbbc386960853783dd1e75ed0cab24fd33d3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/285235
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
3 files changed
tree: e302f00339edfb483e279b18da612c0b9f2bf0cd
  1. .github/
  2. .vscode/
  3. build_overrides/
  4. docs/
  5. generator/
  6. include/
  7. infra/
  8. scripts/
  9. src/
  10. test/
  11. third_party/
  12. tools/
  13. webgpu-cts/
  14. .bazelrc
  15. .clang-format
  16. .clang-format-ignore
  17. .clang-tidy
  18. .git-blame-ignore-revs
  19. .gitattributes
  20. .gitignore
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  24. .vpython3
  25. AUTHORS
  26. BUILD.bazel
  27. BUILD.gn
  28. CMakeLists.txt
  29. CMakeSettings.json
  30. CODE_OF_CONDUCT.md
  31. codereview.settings
  32. CONTRIBUTING.md
  33. CPPLINT.cfg
  34. DEPS
  35. DIR_METADATA
  36. go.mod
  37. go.sum
  38. go_presubmit_support.py
  39. LICENSE
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  41. PRESUBMIT.py
  42. README.chromium
  43. README.md
  44. test_spec_presubmit_support.py
  45. unsafe_buffers_paths.txt
  46. WATCHLISTS
  47. WORKSPACE.bazel
README.md

Build Status Matrix Space

Dawn, a WebGPU implementation

Dawn is an open-source and cross-platform implementation of the 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.
  • 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:

Documentation table of content

Developer documentation:

User documentation: (TODO, figure out what overlaps with the webgpu.h docs)

License

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