remove global device lock for host-mapped-pointer buffers

This makes creation of these buffers thread-safe without
taking the global device lock. Note that destroying the
device while creating any resource is still not safe.

Tested on Linux with TSAN, that the implementation is
data-race free.

On d3d12, buffer creation:
 - uses the D3D12 device, which is thread-safe
 - uses the ResidencyManager which is MutexProtected
 - reads lots of device info/toggles; which are immutable
   after creation

On d3d12, buffer destruction
 - uses the deallocation queue which is MutexProtected
 - uses the callback task queue which is MutexProtected

On metal, buffer creation
 - uses the MTLDevice which is already thread-safe

On metal, buffer description
 - uses the callback task queue which is MutexProtected

On Vulkan, buffer creation
 - allocates with the VkDevice, which is thread-safe
 - reads lots of device state which is immutable after
   creation
 - uses the resource memory allocator which is MutexProtected

On vulkan, buffer destruction
 - uses the resource memory allocator which is MutexProtected
 - uses the fenced deleter which is MutexProtected
 - uses the callback task queue which is MutexProtected

Bug: dawn:1662
Change-Id: Ib0962a5f8afcc4b80a8f3d759d8ad80bf28c8094
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/175208
Reviewed-by: Loko Kung <lokokung@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
6 files changed
tree: 41c9f7c31fa7a2285de6b7c71d41669f436779e1
  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. .gitattributes
  18. .gitignore
  19. .gitmodules
  20. .gn
  21. AUTHORS
  22. BUILD.bazel
  23. BUILD.gn
  24. CMakeLists.txt
  25. CMakeSettings.json
  26. CODE_OF_CONDUCT.md
  27. codereview.settings
  28. CONTRIBUTING.md
  29. CPPLINT.cfg
  30. DEPS
  31. DIR_METADATA
  32. go.mod
  33. go.sum
  34. go_presubmit_support.py
  35. LICENSE
  36. OWNERS
  37. PRESUBMIT.py
  38. README.chromium
  39. README.md
  40. 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.