OpenGL: fix placeholder sampler in vertex stage.

The pipeline queries each shader stage in turn to ask if it needs
a placeholder sampler (e.g., for textureLoad() with no sampler).
However, CompileShader() was initializing "needsPlaceholderSampler" to
false on each call. If the vertex stage needs a placeholder sampler,
but the fragment stage doesn't, it will be overwritten back to false.

The fix is not to initialize it to false in CompileShader(). It's
already initialized to false by PipelineGL::InitializeBase().

(Long-winded explanation for a one-line fix.)

Bug: 374890770
Change-Id: I98109e2006c12149be1b6eedaaf05fed7c1c5541
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/213054
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2 files changed
tree: d1017202a0fe94c096bb9df64db8f663f8e92a67
  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.