commit | 663a16e2fe4129ffe305e22d6fb62f6106ee2924 | [log] [tgz] |
---|---|---|
author | Michael Tang <tangm@microsoft.com> | Thu Aug 19 17:17:26 2021 +0000 |
committer | Dawn LUCI CQ <dawn-scoped@luci-project-accounts.iam.gserviceaccount.com> | Thu Aug 19 17:17:26 2021 +0000 |
tree | af18643019efb56a4f282073c6044812ac0b15aa | |
parent | 05b770ae86177f40c7119fe9e7b6034e04dae8df [diff] |
D3D12: use the WGSL binding number as shader register Currently, the bind group layout tightly packs the shader registers for each of the sampler and non-sampler descriptors sets. This reduces the max shader register used and helps targeting shader model 5.0, which has a relatively low max slot count per resource. It is safe in D3D, since a shader register collision can be valid if the descriptor types differ. To support Mesa's SPIR-V to DXIL compiler, we need to avoid possible collisions between resources' shader registers because it uses SPIR-V as an intermediate representation (which does not namespace bindings by type). This change re-works BindGroupLayoutD3D12 to not assume the resulting shader registers will be tightly packed and group per descriptor type. Change-Id: I0bb51106c4683bfe02ce15ecad71716734b7a91f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/60764 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Michael Tang <tangm@microsoft.com>
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.h
version that Dawn implements.webgpu.h
.Helpful links:
Developer documentation:
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
(TODO)
Apache 2.0 Public License, please see LICENSE.
This is not an officially supported Google product.