Refactor ShaderModule initialization into a "task"

Refactor ShaderModule creation to have an Initialize function in the
front-end which does BlobCache logic and shader module parsing within a
lambda.

This task is currently executed immediately in-thread and validation
errors are stored in ShaderModuleBase. DeviceBase::CreateShaderModule always
returns a ShaderModule unless there was an internal backend error.

This task will be run asynchronously in the future.

Asynchronously adding errors to error scopes is not completed yet so
DeviceBase acquires all errors and consumes them immediately.

Refactored WGPU backend ShaderModule to not use the Initialize method.
Simply always create a shader module, don't try to optimize for
creating one only in the non-error case.

Bug:406522796

Change-Id: Ia8111eca4abf57de08a96d891a73fedb2d0edb44
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/251855
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
32 files changed
tree: d9b37c4aa88fbe04a7004abb8822d43270d58ccf
  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. unsafe_buffers_paths.txt
  45. WATCHLISTS
  46. 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.