Improve Vulkan synchronization

Track resources per shader stage by using the visibility flags in the
bind group layout. This means we can insert more precise barriers,
allowing vertex and/or compute to execute in parallel with fragment
shading. Eg. if we have two render passes where the second render
pass samples an image rendered in the first in the fragment shader,
this would previously result in a FRAGMENT->VERTEX|FRAGMENT|COMPUTE
barrier as a texture can be sampled in any shader stage and only the
usage is considered when inserting the barrier. By considering the
shader stages, we can instead insert a FRAGMENT->FRAGMENT barrier.

Fix an issue where empty image memory barriers cause a
TOP_OF_PIPE->TOP_OF_PIPE barrier. On its own, this is a NOP, but when
merged with other barriers, the TOP_OF_PIPE in the destination stages
could cause unnecessarily conservative barriers.

Previously, all barriers in a sync scope were merged into one
pipeline barrier. Eg. if we have a render pass with one resource
being used in a vertex shader and was last written in compute (eg.
compute skinning), and a resource used in a fragment shader and last
written to by a render pass (eg. ambient occlusion), merging these
COMPUTE->VERTEX and FRAGMENT->FRAGMENT barriers would lead to a
COMPUTE|FRAGMENT->VERTEX|FRAGMENT barrier, inadvertently introducing
an unnecessary FRAGMENT->VERTEX dependency and disallowing parallel
execution. Change this so that all barriers which contain a vertex
stage in the destination stages are merged into one pipeline barrier,
and all remaining barriers into another.

In a Sponza test scene this reduces frame times by 17% on a Mali-G78
device.

Bug: dawn:851
Change-Id: I50e2f00f845670d7f161a0afa6579eba6057afa3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/151340
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Albin Bernhardsson <albin.bernhardsson@arm.com>
22 files changed
tree: a700373e065755a3069e466e7fad62eb3f1eb6f8
  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-tidy
  17. .gitattributes
  18. .gitignore
  19. .gitmodules
  20. .gn
  21. AUTHORS
  22. BUILD.bazel
  23. BUILD.gn
  24. CMakeLists.txt
  25. CMakeSettings.json
  26. CODE_OF_CONDUCT.md
  27. codereview.settings
  28. CONTRIBUTING.md
  29. CPPLINT.cfg
  30. dawn.json
  31. dawn_wire.json
  32. DEPS
  33. DIR_METADATA
  34. Doxyfile
  35. go.mod
  36. go.sum
  37. go_presubmit_support.py
  38. LICENSE
  39. OWNERS
  40. PRESUBMIT.py
  41. README.chromium
  42. README.md
  43. WORKSPACE.bazel
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, 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)

Status

(TODO)

License

BSD 3-Clause License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.