GL: fix issue with ShaderStage::None bindings. If more than 96 bindings with visibility ShaderStage::None are used, they will exceed kGLMaxShaderStorageBufferBindingsReported (aka GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS) in the GL backend. Dawn validation will not catch this, since it skips such bindings. The fix is to skip all of the bindings with visibility ShaderStage::None when computing binding indices in pipeline layout construction and when applying bind groups in the GL backend. Bug: 511727159 Change-Id: Ibc873a5afab4e73c12ad25b7d7cedcf48f35ca6e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/309876 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
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.