Implement monolithic VkPipelineCache toggle

Dawn/Vulkan was using a VkPipelineCache per unique pipeline previously.
This hurts pipeline/shader compilation performance since many pipelines
produce the same binary blobs. Add a VulkanMonolithicPipelineCache
toggle that switches to using a single VkPipelineCache per wgpu::Device.

The existing behaviour to serialize VkPipelineCache into BlobCache
immediately after pipeline compilation is more problematic with a single
VkPipelineCache since it can get quite large. With monolithic cache it
will just mark that serialization is needed. PerformIdleWork() is added
to dawn native device to trigger this serialization at a time of the
embedders choosing, preferably when it's not going to hinder
performance.

Bug: 370343334
Change-Id: I92f826e98c57580d5ee24e895d4ded3920495d2d
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/209816
Commit-Queue: Kyle Charbonneau <kylechar@google.com>
Reviewed-by: Loko Kung <lokokung@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
14 files changed
tree: b5265ad2640b467e8bf4634ed85146b4246a1327
  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-tidy
  17. .git-blame-ignore-revs
  18. .gitattributes
  19. .gitignore
  20. .gitmodules
  21. .gn
  22. AUTHORS
  23. BUILD.bazel
  24. BUILD.gn
  25. CMakeLists.txt
  26. CMakeSettings.json
  27. CODE_OF_CONDUCT.md
  28. codereview.settings
  29. CONTRIBUTING.md
  30. CPPLINT.cfg
  31. DEPS
  32. DIR_METADATA
  33. go.mod
  34. go.sum
  35. go_presubmit_support.py
  36. LICENSE
  37. OWNERS
  38. PRESUBMIT.py
  39. README.chromium
  40. README.md
  41. WATCHLISTS
  42. 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.