d3d12: Fix flaky failures when clearing RTV

RenderPassBuilder's fixed-size arrays were uninitialized, so would
contain random values that were not fully populated during
SetupRenderPass.

In particular, if a null view's target descriptor's BeginningAccess.Type
would randomly be initialized to
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR, we would end up calling
ClearRenderTargetView on it, which is not allowed. Validation complained
about this, and the driver would crash. With random values, this field
was likely an invalid enum value, which validation does not catch, but
does not cause any issue in the driver.

We fix this by making sure to set the beginning and ending access  type
to "no access" for null views. We also value-initialize the three
fixed-size arrays so that we get consistent behavior.

Bug: dawn:2190
Bug: dawn:2191
Change-Id: I12e57bc8846bb7b7293c9bc60f40f2955a3bd47f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/158203
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
2 files changed
tree: 5d8442fd33ad193e44edb76f101f848db926fbea
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  8. src/
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  12. webgpu-cts/
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  25. CODE_OF_CONDUCT.md
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  29. dawn.json
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  37. LICENSE
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  40. README.chromium
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  42. WORKSPACE.bazel
README.md

Dawn's logo: a sun rising behind a stylized mountain inspired by the WebGPU logo. The text Dawn is written below it.

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, 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)

Status

(TODO)

License

BSD 3-Clause License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.