d3d11: Cache view/binding pointer identity instead of ComPtr

BindGroupTracker previously cached ComPtr<T> per binding slot to detect
redundant Set* calls, requiring an atomic COM AddRef/Release on every
bind even when the underlying view was unchanged. Command recording is
already serialized under the device lock, so the atomicity bought
nothing but cost an interlocked op per binding per draw/dispatch.

Instead, track only the bound resource's pointer identity, compared
but never dereferenced, so a stale/reused value can at worst cause a
missed rebind, never a use-after-free. In practice this shouldn't even
happen, since D3D11 holds its own reference on a bound resource for as
long as it stays bound.

Buffer::UseAsSRV/UseAsUAV public methods now take a lambda, scoping the
raw view pointer's validity to the callback.

Bug: 505330398
Change-Id: I5adade914b006eb05ea4530c6e5ec61526402c6a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/304397
Commit-Queue: Quyen Le <lehoangquyen@google.com>
Reviewed-by: Quyen Le <lehoangquyen@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
4 files changed
tree: a8ecaa395ba0e15d984dc62278f6bbc53f5efaa4
  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.