[native][d3d12] Fix non-visible samplers being counted in SamplerHeapCache

The SamplerHeapCache key is made up of all visible samplers in a
bind group; however, we were erroneously including non-visible ones.
This would result in OOB accesses in some places, such as in the
SamplerHeapCache destructor, where it uses the total number of samplers
to fetch the sampler allocator, but if this value is >
kMaxSamplerDescriptorsPerBindGroup (48), it would result in an OOB
vector access.

Note that this was missed as part of
https://dawn-review.git.corp.google.com/c/dawn/+/295955, which modified
the code to skip non-visible bind group entries. Tests were added that
created kMaxBindingsPerBindGroup (1000) non-visible bindings; but the
SamplerHeapCache code is skipped if there are no-visible samplers. So I
updated these tests to also include 1 visible sampler, which tripped the
aforementioned OOB accesses.

The fix is to make sure we only count visible samplers when creating the
SamplerHeapCache key.

Bug: 500441331
Change-Id: Id673c8ebf7ab2486c1d6c3232bc1ea3fe6f57df1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/301695
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
Reviewed-by: Loko Kung <lokokung@google.com>
2 files changed
tree: 0f6202510458cf85942e0b259225b17a6e7c01e1
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  4. docs/
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  7. infra/
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  9. src/
  10. test/
  11. third_party/
  12. tools/
  13. webgpu-cts/
  14. .bazelrc
  15. .clang-format
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  30. CODE_OF_CONDUCT.md
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  38. go_presubmit_support.py
  39. LICENSE
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  42. README.chromium
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  44. unsafe_buffers_paths.txt
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  46. 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.