vulkan::Device: Don't rely on the queue during DestroyImpl

It was only used to get the completed serial, which is basically
kMaxExecutionSerial, so just use that. DestroyImpl's full logic might
need to run without a queue if the following happens:

 - DeviceVk::Initialize runs partially, enough to have a VkDevice, and
   fails before the call to DeviceBase::Initialize.
 - DeviceBase::Initialize IS NOT called and so mQueue IS NOT set.
 - DeviceBase::~DeviceBase calls DeviceBase::Destroy which calls
 - Device::DestroyImpl sees there is a VkDevice so full deinitialization
   is needed, and that used to call GetQueue(), which this CL fixes.

Bug: chromium:1484300
Change-Id: I66ae8a2c7eeccffb4212323ef21b1670efcc762f
Kokoro: Kokoro <>
Commit-Queue: Corentin Wallez <>
Reviewed-by: Loko Kung <>
3 files changed
tree: 3631521eef96b8338688e0d3888398bcd21f94cc
  1. .vscode/
  2. build_overrides/
  3. docs/
  4. generator/
  5. include/
  6. infra/
  7. scripts/
  8. src/
  9. test/
  10. third_party/
  11. tools/
  12. webgpu-cts/
  13. .bazelrc
  14. .clang-format
  15. .clang-tidy
  16. .gitattributes
  17. .gitignore
  18. .gitmodules
  19. .gn
  21. BUILD.bazel
  23. CMakeLists.txt
  24. CMakeSettings.json
  26. codereview.settings
  28. CPPLINT.cfg
  29. dawn.json
  30. dawn_wire.json
  31. DEPS
  33. Doxyfile
  34. go.mod
  35. go.sum
  38. OWNERS
  40. README.chromium
  42. WORKSPACE.bazel

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)




Apache 2.0 Public License, please see LICENSE.


This is not an officially supported Google product.