[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>
7 files changed
tree: 3ceaa14afbc7a9324a67054b53f02fe4f9fe6e48
  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-format-ignore
  17. .clang-tidy
  18. .git-blame-ignore-revs
  19. .gitattributes
  20. .gitignore
  21. .gitmodules
  22. .gn
  23. .style.yapf
  24. .vpython3
  25. AUTHORS
  26. BUILD.bazel
  27. BUILD.gn
  28. CMakeLists.txt
  29. CMakeSettings.json
  30. CODE_OF_CONDUCT.md
  31. codereview.settings
  32. CONTRIBUTING.md
  33. CPPLINT.cfg
  34. DEPS
  35. DIR_METADATA
  36. go.mod
  37. go.sum
  38. go_presubmit_support.py
  39. LICENSE
  40. OWNERS
  41. PRESUBMIT.py
  42. README.chromium
  43. README.md
  44. unsafe_buffers_paths.txt
  45. WATCHLISTS
  46. 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.