OpenGL: fix multiplanar external textures.

There are two problems with multiplanar textures in the OpenGL backend.

1) When the the multiplanar external texture transform runs, it splits
a texture_external variable into two texture_2d variables. The
Resolver then creates new texture/sampler pairs for the samplers with
which the plane1 texture is used, and new binding points for those
that bubble up to the global level. Since Dawn collects
sampler/texture pairs from the Inspector before the transforms run, it
doesn't know about these extra pairs, doesn't name them and doesn't
bind anything to them.

2) The multiplanar transform also inserts calls to
textureDimensions(), a texture-only builtin that doesn't require a
sampler. In the CombineSamplers transform, since OpenGLES doesn't have
the concept of a texture-only sampler2d, this necessitates the
creation of new binding points for the texture with a "placeholder"
sampler, which Dawn also doesn't know about, so it doesn't name them
or bind anything to them.

Fix #1 is on the Dawn side: when iterating over external texture
bindings, create a map from plane0 texture -> plane1 texture. When
iterating over the sampler/texture uses that the Tint inspector has
discovered, if the texture is an external texture, add a new pair with
the same sampler and the plane1 texture.

Fix for #2 is on the Tint side: if a function contains both a
texture-only reference and a texture/sampler reference to the same
texture, use the latter and remove the former. Texture-only builtins
won't use the sampler anyway. This is essentially an optimization, but
it's one we know will run on the functions generated by the
multiplanar transform, since it always calls textureDimensions() in a
function also containing the textureSample() call on the same texture.

Change-Id: I531ab09acdc47b435d72033aabd9eefa57f8f6e3
Bug: tint:1774
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/152660
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
9 files changed
tree: 84f262919955bcadf57ceba3f6cfb5a0e4c0375f
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  8. src/
  9. test/
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  12. webgpu-cts/
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  25. CODE_OF_CONDUCT.md
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  29. dawn.json
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  31. DEPS
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  36. go_presubmit_support.py
  37. LICENSE
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  40. README.chromium
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  42. WORKSPACE.bazel
README.md

Dawn's logo: a sun rising behind a stylized mountain inspired by the WebGPU logo. The text Dawn is written below it.

Dawn, a WebGPU implementation

Dawn is an open-source and cross-platform implementation of the work-in-progress 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)

Status

(TODO)

License

Apache 2.0 Public License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.