[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>
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.