Revert "d3d: Change D3D references to PhysicalDevice to WeakRef instead of Ref"

This reverts commit 3c05043f3c070f78b33b3f51124b661f97ec6512.

Reason for revert: slows dawn_end2end_tests by 1.4
https://ci.chromium.org/ui/p/chromium/builders/try/win-dawn-rel/34838/overview
dawn_end2end_tests on NVIDIA GPU on Windows (with patch) on Windows-10-18363
Shard runtime (19m 24s) + overhead (10s): 19m 34s

vs.
https://ci.chromium.org/ui/p/chromium/builders/ci/Dawn%20Win10%20x64%20Release%20(NVIDIA)/83040/overview
Shard runtime (13m 58s) + overhead (9s): 14m 7s

Original change's description:
> d3d: Change D3D references to PhysicalDevice to WeakRef instead of Ref
>
> BackendD3D holds strong references to PhysicalDeviceD3D11/12, which
> are created when enumerating adapters. Once adapters are enumerated,
> these are kept alive indefinitely. Upon creation, PhysicalDeviceD3D
> has a reference to the D3D11/12Device, which means that the
> corresponding physical adapter is kept powered on indefinitely.
>
> This CL changes the strong Ref to a WeakRef and relies on the caller
> to keep a strong reference to the PhysicalDevice to keep it alive.
> All other unused devices are cleaned up, which releases the unused
> D3DDevices.
>
> Bug: 342299153
> Change-Id: I4ff6979abb175f9b737fb3ede4b26334d858d6a4
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/189581
> Reviewed-by: Austin Eng <enga@chromium.org>
> Commit-Queue: Patrick To <patrto@microsoft.com>

# Not skipping CQ checks because original CL landed > 1 day ago.

Bug: 342299153, 346717086
Change-Id: I1c94259031ef2ce834a855ebe0ee961fdf4a406f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/193480
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
3 files changed
tree: 83aeb982d9da1092c47d016a358518bf7448fd63
  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.

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User documentation: (TODO, figure out what overlaps with the webgpu.h docs)

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