commit | ffbe1004cf97f23a22368e640282c4158d65b94c | [log] [tgz] |
---|---|---|
author | Le Hoang Quyen <lehoangquyen@chromium.org> | Fri May 09 13:26:59 2025 -0700 |
committer | Dawn LUCI CQ <dawn-scoped@luci-project-accounts.iam.gserviceaccount.com> | Fri May 09 13:26:59 2025 -0700 |
tree | 4d993c8d4595ed927d52de1adec31d8fff4ee7b9 | |
parent | f4cae4afdd4bca082d36025c66c7c284ed16a67f [diff] |
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>
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.