|author||Yunchao He <firstname.lastname@example.org>||Fri Jun 18 07:44:12 2021 +0000|
|committer||Dawn LUCI CQ <email@example.com>||Fri Jun 18 07:44:12 2021 +0000|
Implement copies b/w 3D and 2DArray textures on D3D12 Copies between 3D and 2DArray textures need to be done depth/array slice by slice via CopyTextureRegion() API on D3D12 because this API can copy one single subresource every time. However, if both src and dst textures are 3D texture, we can copy all depth slices in one shot, which is a fast path for this copy scenario. Bug: dawn:547 Change-Id: I950ed58319fb0f30dfc8a2de3e57e8a64406f7e4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/55140 Commit-Queue: Jiawei Shao <firstname.lastname@example.org> Reviewed-by: Corentin Wallez <email@example.com> Reviewed-by: Jiawei Shao <firstname.lastname@example.org>
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.hversion that Dawn implements.
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
Apache 2.0 Public License, please see LICENSE.
This is not an officially supported Google product.