[dawn][wire] Use MemoryHandle instead of Read/WriteHandle

A few changes that were difficult to do separately from the
usage of MemoryHandle in wire/{client, server} were:

 - Make DeserializeCreateRead/WriteHandle optional now that they are no
   longer used inside of Dawn. They will be removed once the Chromium
   implementation is deleted.
 - Use `std::byte` in dawn_wire.json for the serialized handle
   creation data and data updates: this matches the interface of
   MemoryHandle and avoids the need from conversions from spans of
   uint8_t to spans of std::byte. (required adding `std::byte` as a
   native type in dawn.json).
 - Change ChunkedCommandSerializer CommandExtensions to take a
   span<std::byte> instead of a void* (further spanification is in a TODO).
 - Change server::MapUserData to use size_t for offset and size, the use
   of uint64_t was a leftover from a time when the MapAsync arguments
   where using uint64_t.

Changes that make use of MemoryHandle are:

 - Implement MemoryHandle in both Client/ServerInlineMemoryTransferService.
 - Implement MemoryHandle in both Client/ServerMemoryTransferService_mock.
 - Use MemoryHandle instead of WriteHandle in client/Queue.cpp and
   ServerQueue.cpp.
 - Use a single MemoryHandle in client::Buffer instead of both ReadHandle
   and WriteHandle.
 - Use a single MemoryHandle in server::BufferMapState.
 - Update WireMemoryTransferServiceTests mock calls to expect
   MemoryHandle calls instead.

Bug: 492456046, 524776858, 512465980, 524406299, 526537224, 526537254, 526549345
Change-Id: I3097d65bc282e93d75e53adf241221b146d32460
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/317635
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Loko Kung <lokokung@google.com>
Reviewed-by: Shao, Jiawei <jiawei.shao@intel.com>
19 files changed
tree: 96dfb884a881eea639005ff9f74b7b6e54deed8a
  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.