[d3d11] Spanify interleaved copies in WriteDepthStencilInternal and ReadStaging

- Factor out `CopyInterleavedTexels2D` to unify the strided
  depth/stencil aspect copy loops in `WriteDepthStencilInternal` and
  `ReadStaging`.
- Use `stagingTexture->GetMappedData()` in `WriteDepthStencilInternal`.
- Allocate a full-slice buffer (`bytesPerRow * rowsPerImage`) in
  `ReadStaging` with `dstRowPitch = bytesPerRow`, while invoking
  `onRowEnd` after each row to stream data while cache lines are hot.
- Add hoisted bounds checks (`DAWN_CHECK`) and stride/pitch assertions
  (`DAWN_ASSERT`) prior to loop execution to guarantee memory safety.
- Enclose the performance-sensitive inner copy loops in a scoped
  `DAWN_UNSAFE_BUFFERS` block with an explicit `SAFETY` rationale.
- Eliminate all remaining `DAWN_UNSAFE_TODO` macros across
  `src/dawn/native/d3d11/TextureD3D11.cpp` (12 total).

Bug: chromium:549088024
Change-Id: Ia62655589493d596ad69444659b0a61dbd00a314
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/339835
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
1 file changed
tree: 731540345da8e5d2b0b620c23d412a8d73b2fa23
  1. .github/
  2. .vscode/
  3. agents/
  4. build_overrides/
  5. docs/
  6. generator/
  7. include/
  8. infra/
  9. scripts/
  10. src/
  11. test/
  12. third_party/
  13. tools/
  14. webgpu-cts/
  15. .bazelignore
  16. .bazelrc
  17. .bazelversion
  18. .clang-format
  19. .clang-format-ignore
  20. .clang-tidy
  21. .git-blame-ignore-revs
  22. .gitattributes
  23. .gitignore
  24. .gitmodules
  25. .gn
  26. .style.yapf
  27. .vpython3
  28. AUTHORS
  29. BUILD.bazel
  30. BUILD.gn
  31. CMakeLists.txt
  32. CMakeSettings.json
  33. CODE_OF_CONDUCT.md
  34. codereview.settings
  35. CONTRIBUTING.md
  36. CPPLINT.cfg
  37. DEPS
  38. DIR_METADATA
  39. go.mod
  40. go.sum
  41. go_presubmit_support.py
  42. LICENSE
  43. MODULE.bazel
  44. MODULE.bazel.lock
  45. OWNERS
  46. PRESUBMIT.py
  47. PRESUBMIT_test.py
  48. README.chromium
  49. README.md
  50. unsafe_buffers_paths.txt
  51. WATCHLISTS
  52. 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

BSD 3-Clause License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.