commit | eaf59e571a6980d81c5bfd1d0db525c5839f3ae0 | [log] [tgz] |
---|---|---|
author | Le Hoang Quyen <lehoangquyen@chromium.org> | Thu Apr 10 09:53:41 2025 -0700 |
committer | Dawn LUCI CQ <dawn-scoped@luci-project-accounts.iam.gserviceaccount.com> | Thu Apr 10 09:53:41 2025 -0700 |
tree | 91c22d05e3f656de4b4ea4980f5ba986b2d61bcd | |
parent | 40cebec6172259c7675753cbd8a83f42305ee455 [diff] |
D3D11: Add an option to skip fence signal when accessing a STM. Add a new option to SharedTextureMemoryD3D11Texture2DDescriptor to skip fence signaling when STM's texture is accessed in a command buffer. This would typically be used when the texture is shared between ANGLE & Dawn which share the same D3D11 device. Thus no fence is needed. It will also be useful for dcomp textures. Dcomp doesn't use the same D3D11 device as Dawn. However it's not required to signal any fence before returning the texture to dcomp. Dcomp still requires dawn to wait on its own fence anw. Bug: chromium:335003893 Change-Id: Ibf28cc5d84456f623b20f087cc23aa824e2131bd Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/235135 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Quyen Le <lehoangquyen@chromium.org> Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
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.h
version that Dawn implements.webgpu.h
.Helpful links:
Developer documentation:
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
BSD 3-Clause License, please see LICENSE.
This is not an officially supported Google product.