Dawn Native: Setup ClampFragDepth offset in Vulkan Backend

This CL remove hard coded clamp frag depth infos and uses pipeline
allocated offsets for clamp frag depth constants.

It added RenderImmediateConstantTracker in CommandBufferVk for
render pass recording. The tracker helps to manage clmap frag depth
updating.

Bug: 366291600
Change-Id: I76a218fc83884bad336c67470a56f347e671ca93
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/221274
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Shaobo Yan <shaoboyan@microsoft.com>
15 files changed
tree: 50e8633a8d95ec7a47418a38723a9fa65007b78a
  1. .github/
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  4. docs/
  5. generator/
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  9. src/
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  13. webgpu-cts/
  14. .bazelrc
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  39. README.chromium
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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.