d3d12: Rework TextureCopySplitter to compute in blocks - Now that TextureCopySplitter has been updated to use strong types, rework it to compute in blocks. - Change TextureCopyResource::CopyInfo to store values in blocks, rather than texels, and update RecordBufferTextureCopyFromSplits to convert these to texels at the last moment before adding to the D3D12 command list. - Fix CopySplitTest.TextureX and TextureY to skip texel values that are not multiples of the block size, as required by the spec. Bug: 424536624 Change-Id: I33ac1dda9b132ddb940d9d955ca7dd8d223352e2 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/247935 Commit-Queue: Antonio Maiorano <amaiorano@google.com> Reviewed-by: Corentin Wallez <cwallez@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.