Fix SharedResourceMemory begin/end access without using texture

 - Change SetHasAccess to Resume/PauseAccess. PauseAccess returns
   the last usage serial for exporting. If the resource is not used
   it returns serial 0 (beginning of time).

 - When there are multiple concurrent readers, only acquire the
   unacquired pending fences when the last read ends.

 - Update a few tests since now, EndAccess may yield zero fences.
   This happens if the buffer is not used, and it is not the last
   concurrent read, or if there were no begin fences to forward.

Bug: 42241403
Change-Id: If43543f90a896d3c5aabaf21e788276545f67757
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/186846
Reviewed-by: Sunny Sachanandani <sunnyps@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Loko Kung <lokokung@google.com>
26 files changed
tree: e26136ff448dd03e5d0fe7db52545f67879b344e
  1. .github/
  2. .vscode/
  3. build_overrides/
  4. docs/
  5. generator/
  6. include/
  7. infra/
  8. scripts/
  9. src/
  10. test/
  11. third_party/
  12. tools/
  13. webgpu-cts/
  14. .bazelrc
  15. .clang-format
  16. .clang-tidy
  17. .gitattributes
  18. .gitignore
  19. .gitmodules
  20. .gn
  21. AUTHORS
  22. BUILD.bazel
  23. BUILD.gn
  24. CMakeLists.txt
  25. CMakeSettings.json
  26. CODE_OF_CONDUCT.md
  27. codereview.settings
  28. CONTRIBUTING.md
  29. CPPLINT.cfg
  30. DEPS
  31. DIR_METADATA
  32. go.mod
  33. go.sum
  34. go_presubmit_support.py
  35. LICENSE
  36. OWNERS
  37. PRESUBMIT.py
  38. README.chromium
  39. README.md
  40. 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.