[Vulkan] Hardcode max possible number of Vk slots for YCbCr samplers

YCbCr samplers can take up multiple Vk descriptor slots. There is a
recommended Vulkan API for querying how many slots will be taken for a
given AHB, but it's unclear how to populate the parameters to be sure of
getting the correct answer. As the spec for that API says that the
maximum number of slots possibly taken would be the maximum number of
planes of a given format that will be sampled via YCbCr sampling, we
simply hardcode that maximum number here.

Bug: dawn:2476
Change-Id: Ie567ca7efc19fe908e2b6e9ab862ee19332820b0
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/208274
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Colin Blundell <blundell@chromium.org>
1 file changed
tree: efc151a59072580c7e15d82978f9eb8b7ce1e19f
  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
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  17. .git-blame-ignore-revs
  18. .gitattributes
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  23. BUILD.bazel
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  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.