D3D12: Enable `SharedBufferMemoryFromWindowsHandle` on all UMA

This patch enables `SharedBufferMemoryFromWindowsHandle` on all
UMA so that we can test this feature on non-cache-coherent UMA.

This patch also fixes a bug in `CanUseCopyResource()`. When a
buffer is created from shared buffer memory backed by a Windows
file mapping handle, `InitializeAsExternalBuffer()` sets
`mAllocatedSize` to the wgpu buffer descriptor size, while the
underlying D3D12 resource is always the full shared heap
allocation. When a small shared-memory buffer and a small device
buffer had matching `GetAllocatedSize()` values, `CopyResource`
was selected in `CanUseCopyResource()` even though the two D3D12
resources had different widths, triggering a D3D12 validation
error: "Source and Destination buffer resource must have the same
size/width.".

This patch fixes the above issue by comparing the actual D3D12
resource widths `GetDesc().Width` instead of `GetAllocatedSize()`.

This patch also uses `utils::SystemHandle` instead of raw `HANDLE`
in the tests to ensure we never leak any `HANDLE`s in the tests.

Bug: 386255678
Change-Id: I78a9a07c00de4de6e5a1a69dfa6538d6473ea224
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/326495
Commit-Queue: Shao, Jiawei <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
3 files changed
tree: e3df40dce673e00239403f90b8722882307e0762
  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. .bazelrc
  16. .bazelversion
  17. .clang-format
  18. .clang-format-ignore
  19. .clang-tidy
  20. .git-blame-ignore-revs
  21. .gitattributes
  22. .gitignore
  23. .gitmodules
  24. .gn
  25. .style.yapf
  26. .vpython3
  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. MODULE.bazel.lock
  44. OWNERS
  45. PRESUBMIT.py
  46. PRESUBMIT_test.py
  47. README.chromium
  48. README.md
  49. unsafe_buffers_paths.txt
  50. WATCHLISTS
  51. 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.