[wire] Separate the client Device alive state into lost and destroyed.

- We separate the alive state on the client Device into two separate
  states to have a clear distinction between client-side versus
  server-side states. The destroyed state is always set as soon as
  the client-side calls device.Destroy(), whereas the lost state is
  only set once the lost callback has been called. This distinction
  will allow us to handle synchronous (buffer mapping) and
  asynchronous (pipeline creation) APIs differently when applicable.
- This change also removes the check for Surfaces because the call
  is actually supposed to generate a validation error which can only
  happen by sending the command to the server right now.

Bug: 521662708
Change-Id: I044f4ee1d667b9a4b7065af1e552e4d9ee84c864
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/322595
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Loko Kung <lokokung@google.com>
Auto-Submit: Loko Kung <lokokung@google.com>
5 files changed
tree: 8ac5b60ab79619558163eb9cb395f92b589b8724
  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. .bazelrc
  16. .bazelversion
  17. .clang-format
  18. .clang-format-ignore
  19. .clang-tidy
  20. .git-blame-ignore-revs
  21. .gitattributes
  22. .gitignore
  23. .gitmodules
  24. .gn
  25. .style.yapf
  26. .vpython3
  27. AUTHORS
  28. BUILD.bazel
  29. BUILD.gn
  30. CMakeLists.txt
  31. CMakeSettings.json
  32. CODE_OF_CONDUCT.md
  33. codereview.settings
  34. CONTRIBUTING.md
  35. CPPLINT.cfg
  36. DEPS
  37. DIR_METADATA
  38. go.mod
  39. go.sum
  40. go_presubmit_support.py
  41. LICENSE
  42. MODULE.bazel
  43. MODULE.bazel.lock
  44. OWNERS
  45. PRESUBMIT.py
  46. PRESUBMIT_test.py
  47. README.chromium
  48. README.md
  49. unsafe_buffers_paths.txt
  50. WATCHLISTS
  51. 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.