D3D11: Cache last created SRV and RTV in the Texture class.

It's a common scenario that users create a texture's view transiently
once per frame and never cache it.
e.g:
void renderStep() {
    // Create a view and attach it to a render pass.
    wgpu::RenderPassDescriptor renderPassDesc = ...;
    renderPassDesc.colorAttachments[0].view = texture.CreateView();

    // Draw the render pass.
}

In this case, D3D11 has to repeatedly re-create the texture's D3D native
view every frame. This is not a cheap operation. Unlike metal backend,
where the view creation could be skipped entirely in some simple
scenarios:
See: https://source.chromium.org/chromium/chromium/src/+/main:third_party/dawn/src/dawn/native/metal/TextureMTL.mm;drc=5ca64904963dc4676216ddfd226779522c271540;l=104

This CL adds a small optimization for this scenario by:
- Caching last created D3D views within the wgpu::Texture object.
- Checking the cache for an existing D3D view before creating a new one
when a wgpu::TextureView is initialized.

Bug: chromium:377716220
Bug: 409035452
Change-Id: Id99c38f8c91dc441f9a6ba92ca888dea3e8d37dc
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/234254
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
2 files changed
tree: 6a4ac19e762231f48c13b11237e8494ef58ba595
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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.