[native][d3d12] Fix potential GPU heap allocation bug During BindGroupStateTracker::Apply, called per draw command, when populating the shader-visible view and sampler heaps, if an earlier bind group fails populating the heap, but a later one succeeds, we would erroneously not AllocateAndSwitchShaderVisibleHeap. This CL includes two tests to show this bug in action, one for the view heap, and one for the sampler heap. Also added a missing test for "SwitchOverSamplerHeap", similar to "SwitchOverViewHeap". Bug: 481048333 Change-Id: Iddbae5b7383a5d036ab772f96788fd9332131b80 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/287395 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Antonio Maiorano <amaiorano@google.com>
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.