|author||Bryan Bernhart <firstname.lastname@example.org>||Tue Jul 07 23:32:52 2020 +0000|
|committer||Commit Bot service account <email@example.com>||Tue Jul 07 23:32:52 2020 +0000|
D3D12: Avoid re-binding sampler tables. Skip re-binding samplers since sampler heap allocations are cached and the pipeline would redundantly get set every draw. This is particularly important for draw heavy scenarios. After the change: +3% in RendererPerfTest/1.* via SkiaDawn +100% for Forest Demo FPS (55ms vs 28ms) BUG=dawn:479 Change-Id: I93cbca4e365d6ff89ec86fc15eaccf70b49ea916 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24161 Reviewed-by: Corentin Wallez <firstname.lastname@example.org> Reviewed-by: Austin Eng <email@example.com> Commit-Queue: Bryan Bernhart <firstname.lastname@example.org>
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.hversion that Dawn implements.
User documentation: (TODO, figure out what overlaps with webgpu.h docs)
Apache 2.0 Public License, please see LICENSE.
This is not an officially supported Google product.