Add missing WebGPU limits to Constants.h

This will help check that the Vulkan devices are enough for WebGPU in
a following CL.

In addition to additional limits this CL:

 - Change maxColorAttachments 4 -> 8 to match WebGPU
 - Renames kMinDynamicBufferOffsetAlignment to
   kMinUniformBufferOffsetAlignment.
 - Renames kMaxVertexBufferStride to kMaxVertexBufferArrayStride.
 - Changes validation of buffer offsets to use the separate uniform and
   storage limits (but no test is added because they are the same).
 - Adds validation and a test for kMaxStorageBufferBindingSize.
 - Augment the null::Device memory limit for that new test (it allocates
   a buffer of 512MB).
 - Fix the maxColorAttachment test to not use hardcoded values.

Bug: dawn:796
Change-Id: Ibe4219130a44355ae91c02aaa0a41cf5d9f9e234
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/56081
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
12 files changed
tree: 6dc58a267cd45124d977215e1e46e017b405eb70
  1. .vscode/
  2. build_overrides/
  3. docs/
  4. examples/
  5. generator/
  6. infra/
  7. scripts/
  8. src/
  9. third_party/
  10. tools/
  11. .clang-format
  12. .gitattributes
  13. .gitignore
  14. .gn
  15. AUTHORS
  16. BUILD.gn
  17. CMakeLists.txt
  18. codereview.settings
  19. dawn.json
  20. dawn_wire.json
  21. DEPS
  22. DIR_METADATA
  23. LICENSE
  24. OWNERS
  25. PRESUBMIT.py
  26. README.chromium
  27. README.md
README.md

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 on Windows 10
    • Metal on macOS and iOS
    • Vulkan on Windows, Linux, ChromeOS, Android and Fuchsia
    • OpenGL as best effort where available
  • A client-server implementation of WebGPU for applications that are in a sandbox without access to native drivers

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.