d3d12: optimize root signature slot usage for dynamic storage buffers

Rather than bind dynamic storage buffers to root descriptors as [base
offset + dynamic offset, size], bind them instead to the root descriptor
table at [base offset, full size - base offset], and store the dynamic
offset as a root constant. The dynamic offsets are fed to Tint via
ArrayOffsetFromUniform, and thus are applied at shader runtime by
reading the offsets from a UBO and adding them to all reads/writes of
dynamic storage buffers.

Before this change, each dynamic storage buffer binding would use 3 root
signature slots: 2 for the root descriptor binding, and 1 for the buffer
length. With this change, each binding now takes 2 root signature slots:
1 for the buffer length (as before), and 1 for the buffer offset. This
frees up 8 slots (maxDynamicStorageBuffersPerPipelineLayout) in total.

Other things to point out:

- Added BindGroupTests.DynamicOffsetsWithAtomicOperations test to cover
  the case of atomic operations on dynamic buffers. This is because
  along with (RW)ByteAddressBuffer Load and Store functions, the
  Interlocked* functions are the ones that take an offset, so we want to
  make sure the dynamic offsets are properly applied.
- Added some useful comments to DynamicBufferOffsetTests.
- Added dawn::ityp::stack_vec::empty()
- Added dawn::ityp::vector::resize(Index, const Value&) overload

Bug: 449703736
Change-Id: I394ae0a82352eda9b8d109fabf05597339fd4d47
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/267454
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
Reviewed-by: Loko Kung <lokokung@google.com>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
11 files changed
tree: bc85793f9ffbf87cbf8bab6095117a9d2573af01
  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.