dawn_wire: Directly use the data in deserialized buffer when possible

This patch tries to use the data directly in deserialized buffer
when the data is "data-only" and doesn't affect the control flow instead
of allocating and copying into a temporary buffer. Due to the protection
of TOCTOU attacks, currently we only set "wire_is_data_only" on the
parameter "data" in Queue.WriteBuffer() and Queue.WriteTexture().

With this patch, the performance of dawn_perf_tests
BufferUploadPerf.Run/*_WriteBuffer_BufferSize_* with "-w" will
be greatly improved (~20%) when the upload buffer size is greater than
1MB.

BUG=chromium:1266727

Change-Id: I7a9d54c9b505975235ee37aa72ee97f082ad3aa3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/72063
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
3 files changed
tree: 92e7aff1912c7950f16374e1b29d9951a5450140
  1. .vscode/
  2. build_overrides/
  3. docs/
  4. examples/
  5. generator/
  6. infra/
  7. scripts/
  8. src/
  9. third_party/
  10. tools/
  11. .clang-format
  12. .gitattributes
  13. .gitignore
  14. .gn
  15. AUTHORS
  16. BUILD.gn
  17. CMakeLists.txt
  18. codereview.settings
  19. dawn.json
  20. dawn_wire.json
  21. DEPS
  22. DIR_METADATA
  23. LICENSE
  24. OWNERS
  25. PRESUBMIT.py
  26. README.chromium
  27. README.md
README.md

Dawn's logo: a sun rising behind a stylized mountain inspired by the WebGPU logo. The text Dawn is written below it.

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.
  • 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:

Documentation table of content

Developer documentation:

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.