Enable D3D12 render pass and use PRESERVE usage on null RTV slots

This patch enables the use of D3D12 render pass by checking
`D3D12_FEATURE_DATA_D3D12_OPTIONS18.RenderPassesValid` and uses
`PRESERVE` usage instead of `NO_ACCESS` on null RTV slots because
using `NO_ACCESS` means the null RTV will not be bound for raster
and consume the slots, thus the non-null RTVs will be bound to
wrong slots.

Fixed: chromium:347282485
Test: dawn_end2end_tests
Change-Id: Id1adf1cd65a4a2dfa02b70cb7b18cb115400ca23
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/212254
Reviewed-by: Corentin Wallez <cwallez@google.com>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Loko Kung <lokokung@google.com>
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
2 files changed
tree: d342d898abd504ea677e57f649fe6985d817d217
  1. .github/
  2. .vscode/
  3. build_overrides/
  4. docs/
  5. generator/
  6. include/
  7. infra/
  8. scripts/
  9. src/
  10. test/
  11. third_party/
  12. tools/
  13. webgpu-cts/
  14. .bazelrc
  15. .clang-format
  16. .clang-tidy
  17. .git-blame-ignore-revs
  18. .gitattributes
  19. .gitignore
  20. .gitmodules
  21. .gn
  22. AUTHORS
  23. BUILD.bazel
  24. BUILD.gn
  25. CMakeLists.txt
  26. CMakeSettings.json
  27. CODE_OF_CONDUCT.md
  28. codereview.settings
  29. CONTRIBUTING.md
  30. CPPLINT.cfg
  31. DEPS
  32. DIR_METADATA
  33. go.mod
  34. go.sum
  35. go_presubmit_support.py
  36. LICENSE
  37. OWNERS
  38. PRESUBMIT.py
  39. README.chromium
  40. README.md
  41. WATCHLISTS
  42. WORKSPACE.bazel
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.