Avoid use-after-move in Blob.h

I noticed some interesting crashes [1] when working on an unrelated
task. Gemini pointed out that it's probably not a good idea to hold onto
vec's data pointer after we've moved it. While much of the time the new
vector might take over the underlying pointer, this won't work if the
vector implementation uses Small Vector Optimization (SVO). In that case
vec.data() would be pointing to the stack and then after the move (which
copies the stack data to the heap) the pointer is invalid.

By grabbing the data and size from the moved vector, we'll avoid the
invalid pointer.

[1]
https://logs.chromium.org/logs/skia/73de020340d43911/+/steps/dm/0/stdout

Change-Id: I3548d2c414a43ad0388996466496e1644f3eef67
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/265755
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Kaylee Lubick <kjlubick@google.com>
1 file changed
tree: 2effbadd83489da6f876a7430a39cf0a97363aa7
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  2. .vscode/
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  4. docs/
  5. generator/
  6. include/
  7. infra/
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  9. src/
  10. test/
  11. third_party/
  12. tools/
  13. webgpu-cts/
  14. .bazelrc
  15. .clang-format
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  39. LICENSE
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  42. README.chromium
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  46. 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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