[tint][glsl] Move TextureBuiltinFromUniform after binding remapping.

This is necessary to move it after DirectVariableAccess, which
simplifies the code of TextureBuiltinFromUniform and makes it easier to
add binding_array support in the future.

Concrete changes are:
 - Move TextureBuiltinFromUniform after DirectVariableAccess and after
   the BindingRemapper in GLSL's raise.cc.
 - Update the options of TexturnBuiltinFromUniform to use BindingInfo
   (for post-remaapping indices) instead of BindingPoint
   (pre-remapping), as well as places where this options are used
   (tests, GenerateBindings, CanGenerate).
 - Update ShaderModuleGL to produce post-remapping BindingInfo for
   TextureBuiltinFromUniform options.
 - Simplify TextureBuiltinFromUniform by removing the handling of
   function parameters now that it runs after DirectVariableAccess.
   (this logic was untested anyway).
 - Make the Tint inspector skip reporting ExternalTexture as needing
   metadata for textureDimensions as the dimensions come from the
   ExternalTexture UBO already.
 - Update tests for the GLSL output changes caused by the reordering of
   the transforms.

Bug: 411460085
Change-Id: Ica12f6140bf88c2ba858721986a8d9fdbf48461f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/248334
Reviewed-by: dan sinclair <dsinclair@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
315 files changed
tree: 099d53d4b8a7712b39a9b3549572df232608e86c
  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. WATCHLISTS
  45. 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.