commit | 3e77dd7d4503a77d6a4ec2015e628f2a5e0188d1 | [log] [tgz] |
---|---|---|
author | Antonio Maiorano <amaiorano@google.com> | Sat Oct 12 18:35:22 2024 +0000 |
committer | Dawn LUCI CQ <dawn-scoped@luci-project-accounts.iam.gserviceaccount.com> | Sat Oct 12 18:35:22 2024 +0000 |
tree | 1aeb54945091f94d20d72eedcefcc11967b72783 | |
parent | b4f991e7eb6e73d388ec4f2a16a5e4fc1d82c11e [diff] |
HLSL-IR: Fix texture Sample and SampleLevel return type on depth textures HLSL's texture Sample and SampleLevel functions return a vector, and we must swizzle the first component when sampling a depth texture. Fixes 6 failing e2e tests. Bug: 372746408 Change-Id: I9b4e63395386e7db54abfe640f24a85e95a0f803 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/210535 Reviewed-by: James Price <jrprice@google.com> 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.