Update DawnLoadResolveTexture's render pass compatibility spec

Because Vulkan's render pass compatibility requires that if the
render passes have more than one subpass then:
- All attachments (color, input, resolve, depth/stencil) **must** be the
same.
We need to know that a render pipeline's color target has any resolve
target or not in order to query the appropriate render pass.

Previously, `ColorTargetStateExpandResolveTextureDawn` only told us
whether a color target uses `ExpandResolveTexture` load op or not. But
it didn't tell us whether the color target has a resolve target but
uses another type of load op (e.g. `Load`). Consequencely this only
enabled us to query a vulkan render pass with correct input attachments,
but not resolve attachments.

This CL updates the DawnLoadResolveTexture's spec:
- If `ColorTargetStateExpandResolveTextureDawn` is chained to a render
pipeline's ColorTargetState. Then it is implicitly implied that a
resolve target is present at that location.
  - If the struct's enabled flag is true then it's understood that the
  respective color target does use `ExpandResolveTexture` load op.
- If `ColorTargetStateExpandResolveTextureDawn` is not chained. Then
it is implied that the corresponding color target doesn't have resolve
texture.

Bug: dawn:1710
Change-Id: I23115930dafdaf506995eaafa9bd4d0200e1f278
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/189980
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
8 files changed
tree: 1e729a863c3c552fc0cbdfba1eeae96ad56b273d
  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. .gitattributes
  18. .gitignore
  19. .gitmodules
  20. .gn
  21. AUTHORS
  22. BUILD.bazel
  23. BUILD.gn
  24. CMakeLists.txt
  25. CMakeSettings.json
  26. CODE_OF_CONDUCT.md
  27. codereview.settings
  28. CONTRIBUTING.md
  29. CPPLINT.cfg
  30. DEPS
  31. DIR_METADATA
  32. go.mod
  33. go.sum
  34. go_presubmit_support.py
  35. LICENSE
  36. OWNERS
  37. PRESUBMIT.py
  38. README.chromium
  39. README.md
  40. 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.