|author||Bryan Bernhart <email@example.com>||Fri Feb 26 22:44:48 2021 +0000|
|committer||Commit Bot service account <firstname.lastname@example.org>||Fri Feb 26 22:44:48 2021 +0000|
D3D12: Enable external texture reuse This change allows multiple Dawn textures to be created from the same D3D11 resource. This avoids re-opening the shared handle by caching the D3D12 resource outside of the Dawn texture. Re-opening the handle costs 5-10% of CPU cycles per frame, which far exceeded syncronization costs. In a future change, WrapSharedHandle will be depreciated. BUG=dawn:625 Change-Id: If0d2dc9b7445ec3ae718bc5305164db88057c4ea Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/42140 Commit-Queue: Bryan Bernhart <email@example.com> Reviewed-by: Austin Eng <firstname.lastname@example.org> Reviewed-by: Corentin Wallez <email@example.com>
Dawn is an open-source and cross-platform implementation of the work-in-progress 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.hversion that Dawn implements.
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
Apache 2.0 Public License, please see LICENSE.
This is not an officially supported Google product.