Vulkan: Implement fast path for writeBuffer

Implement a fast path for writeBuffer in Vulkan where, instead of
writing data to a scratch buffer and then copying the data into the
destination buffer, the data is written directly into the destination
buffer. This reduces bandwidth by avoiding the extra copy and removes
the need to synchronize the transfer command, improving
synchronization.

To take the fast path:
1. The buffer's memory needs to be host visible. In practice this
   means this optimization is for integrated GPUs where memory is
   shared.
2. The buffer must not currently be in use. In practice this means
   the application needs to double buffer its uniform buffers.
3. There must not be any pending GPU writes to the buffer.

If the fast path can't be taken we will fall back to the current
implementation (writing to a scratch buffer and copying the data to
the destination buffer).

In a test Sponza scene, where the application does not manually
suballocate buffers, this reduces frame times by 11% on a Mali-G78
device.

Bug: dawn:774 dawn:851
Change-Id: Ib5f770297d5729df374d0f847a47ade6b0bf24ef
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/162780
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
7 files changed
tree: 7fcf5038e6bbec324e2ac968e23582aa544ee56c
  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.