[opengl] Check for unchecked GL errors before data is app-visible

App-visible data must not contain incorrect data caused by GL
errors. Errors returned by GL work lose the device, but when asserts
are disabled DAWN_GL_TRY doesn't call glGetError, so failed GL calls
go undetected and frontend state assuming their success (e.g. a
texture or buffer marked initialized after an upload or a lazy
clear) can expose uninitialized memory.

Rather than checking every GL call, check for pending GL errors
(CheckPendingErrorBeforeUserVisibleData) where data becomes visible
to the application: after Queue::Submit
and when exporting a shared fence (EndAccess). The
check after Submit also covers present.

DAWN_GL_TRY_ALWAYS_CHECK no longer
clears errors left by earlier unchecked calls, so they are reported
instead of silently dropped before reaching these checks.
This also covers buffer mapping.

Expected errors from requesting unsupported extensions (with
gl_force_es_31_and_no_extensions) are discarded where they are
generated.

With gl_force_es_31_and_no_extensions, only extensions listed in
GL_REQUESTABLE_EXTENSIONS_ANGLE are requested, so that requesting
unsupported extensions doesn't leave GL errors pending.

No measurable perf impact in dawn_perf_tests on Mesa radeonsi GLES
(UniformBufferUpdatePerf/UsageTrackingPerf, median -0.4%).

Bug: 536539561
Change-Id: I5e90c26662cbffa4a79d97e19627e7feed202388
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/351016
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
7 files changed
tree: b435162b9be555432d13e454b36d1e033f92289d
  1. .github/
  2. .vscode/
  3. agents/
  4. build_overrides/
  5. docs/
  6. generator/
  7. include/
  8. infra/
  9. scripts/
  10. src/
  11. test/
  12. third_party/
  13. tools/
  14. webgpu-cts/
  15. .bazelignore
  16. .bazelrc
  17. .bazelversion
  18. .clang-format
  19. .clang-format-ignore
  20. .clang-tidy
  21. .git-blame-ignore-revs
  22. .gitattributes
  23. .gitignore
  24. .gitmodules
  25. .gn
  26. .style.yapf
  27. AUTHORS
  28. BUILD.bazel
  29. BUILD.gn
  30. CMakeLists.txt
  31. CMakeSettings.json
  32. CODE_OF_CONDUCT.md
  33. codereview.settings
  34. CONTRIBUTING.md
  35. CPPLINT.cfg
  36. DEPS
  37. DIR_METADATA
  38. go.mod
  39. go.sum
  40. go_presubmit_support.py
  41. LICENSE
  42. MODULE.bazel
  43. OWNERS
  44. PRESUBMIT.py
  45. PRESUBMIT_test.py
  46. README.chromium
  47. README.md
  48. unsafe_buffers_paths.txt
  49. vpython.toml
  50. vpython.toml.uv.lock
  51. WATCHLISTS
  52. 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.