|author||Yunchao He <email@example.com>||Mon Jun 15 18:32:02 2020 +0000|
|committer||Commit Bot service account <firstname.lastname@example.org>||Mon Jun 15 18:32:02 2020 +0000|
D3D12: use one barrier to transit states for all subresources If a texture's old states of all subresources are the same, and its new states are the same too, then we can use one barrier to transit states for all subresources. We don't need to use one barrier per each subresource. This change can reduce barriers we dispatched, in order to improve performance for particular situations. Bug: dawn:441 Change-Id: I9fe9dabda725e05d4ce5a8e69ee7b40e6724a22a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23145 Commit-Queue: Yunchao He <email@example.com> Reviewed-by: Austin Eng <firstname.lastname@example.org>
Dawn is an open-source and cross-platform implementation of the work-in-progress 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.hversion that Dawn implements.
User documentation: (TODO, figure out what overlaps with webgpu.h docs)
Apache 2.0 Public License, please see LICENSE.
This is not an officially supported Google product.