Use vector to hold objects to destroy

ApiObjectList::Destroy() moved the objects it is going to destoy to a
temporary LinkedList. ApiObjectList::Untrack() returns true if the
object is in any list. If another thread runs
ApiObjectBase::DeleteThis() at the same time, that sees the objects are
in a list and proceeds to remove it from list and then destroy it. This
can result in object being removed from list and having DestroyImpl()
called on it twice.

This is fixed by using a std::vector to track the objects to destroy
instead. This avoids the double remove/destruction as
ApiObjectList::Destroy() removes all objects from the original list
under the lock.

Note there is still a problem where the if the last reference is dropped
on another thread before ApiObjectList calls DestroyImpl(). The other
thread will delete the object resulting in DestroyImpl() being a
use-after-free. That is going to fixed as a follow up.

Bug: 429112750, 396294899
Change-Id: I9e8a809c653a1565d1dfbb4a7be48c91a644f540
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/251094
Commit-Queue: Kyle Charbonneau <kylechar@google.com>
Reviewed-by: Loko Kung <lokokung@google.com>
1 file changed
tree: 32da98d0747284873f660657eb935ac9f2cf6dec
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  9. src/
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  13. webgpu-cts/
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  30. CODE_OF_CONDUCT.md
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  38. go_presubmit_support.py
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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.