[native][d3d12] Fix ShaderVisibleDescriptorAllocator failing to handle large resource table size jumps The ShaderVisibleDescriptorAllocator was designed to handle BindGroups that are limited to how many resources can be bound per group per draw (kMaxBindingsPerBindGroup = 1000). As such, it starts with a min heap size of 4096 descriptors (for views) and doubles it when needing to realloc. ResourceTables, however, are much larger, limited currently to kMaxResourceTableSize (64K), so growing a table by more than double the current heap size in ShaderVisibleDescriptorAllocator would fail (assert). This CL reworks ShaderVisibleDescriptorAllocator to no longer automatically grow its heap, but rather now takes in a 'minDescriptorCount' so that it can resize its heap to fit. It still pools allocations once it reaches the max size. With this, we now compute the total number of view and sampler descriptors required during draw/dispatch and use this to resize the heaps. Bug: 496379067 Change-Id: I67ade6cdf29802827835f08dcd57876a927cc2cd Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/299595 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Antonio Maiorano <amaiorano@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.