[dawn][native] Update typeId metadata for dynamic binding arrays.

This metadata is used inside shaders to know what to return for
hasBinding<T>(resource_binding, iu32) for the various kinds of T.
This CL adds all the mechanisms to track and update the typeIds but only
makes the difference between "empty" and "texture_2d<f32>".

 - In Textures, add a map of all the (DynamicArrayState, slot) they are
   referenced in, and maintain it as DynamicArrayStates are created and
   destroyed. (this map contains WeakRefs to the DynamicArrayState to
   break what would otherwise be a ref cycle),
 - Add support for Hash to WeakRef for the above map.
 - Notify the DynamicArrayState on texture.Pin/Unpin so that it can
   track the "pinned" status of each slot.
 - In DynamicArrayState maintain the tint::ResourceType for each slot
   and return a list of updates to the metadata that backends must
   perform before using the dynamic binding array.
 - In the Vulkan backend, implement this update of the binding array
   metadata.
 - Fix an issue in Vulkan where setting a destroyed texture in the
   dynamic binding array at creation, would cause a VK_NULL_HANDLE to be
   written in vkWriteDescriptorSets, which is invalid.
 - Add a bunch of tests that hasBinding works correctly to exercise the
   newly added code paths.

Bug: 435317394
Change-Id: Ie5a4568f033cb3f8d0d7dac29a9575514564a32e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/259875
Reviewed-by: dan sinclair <dsinclair@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
11 files changed
tree: f5f9fcb5446f59ddf72fb4803c1fbebb720ff506
  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
  21. .gitmodules
  22. .gn
  23. .style.yapf
  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
  40. OWNERS
  41. PRESUBMIT.py
  42. README.chromium
  43. README.md
  44. WATCHLISTS
  45. 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.