D3D11: Add a toggle to delay D3D11's Flush.

D3D11's Flush/Signal calls have fixed costs. Calling them too frequently
could be expensive. Ideally we should only call them once per frame in
applications such as chrome. However, that is not always possible
because some times chrome's renderer process has to call
RasterInterface::Flush() that triggers Queue::Submit() which ultimately
leads to D3D11's Flush/Signal.

This CL adds a toggle to prevents Queue::Submit() from automatically
triggering D3D11's Flush. What this means is that Queue::Submmit() won't
send the commands to the GPU immediately. It will still do other things
such as converting Dawn's commands to D3D11 commands and queue them in
the driver's internal command buffer. In order to send the commands to
the GPU for good, clients will need to either:
- Call IDXGISwapChain::Present either via SwapChain class or
externally.
- Use WaitAny() to wait for a GPU work/buffer mapping to complete.
- Repeatedly call Device::Tick() or Queue::Submit().

Without Flush, we need other ways to track the work completions.
Previously SystemEvent would be used, but it would require a Flush.
This CL will utilize another primitive (ID3D11Query) to track the works.
It won't require a Flush.

Notes:
- This CL would make RasterInterface::Flush()'s behaviors with Dawn
similar to when it uses ANGLE. With ANGLE, RasterInterface::Flush()
doesn't send the commands to the GPU. It only issues GL draw calls but
doesn't trigger glFlush().
- The new toggle won't eliminate the Signal() calls in Queue::Submit()
entirely. However, Signal() is only triggered when applications use
DXGISharedHandle textures, so the frequency of this happening is not
high.

Bug: chromium:377716220
Bug: 416736350
Change-Id: I5cb1c9c73d24fa63c6fe7dfcb7308cb0c3343049
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/235134
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Auto-Submit: Quyen Le <lehoangquyen@chromium.org>
Reviewed-by: Loko Kung <lokokung@google.com>
10 files changed
tree: 4d993c8d4595ed927d52de1adec31d8fff4ee7b9
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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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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.

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This is not an officially supported Google product.