D3D12: Use same format for null RTV in render pass and unused RTV in PSO

This patch uses same format (currently RGBA8Unorm) as the DXGI format
of both null RTV used in render pass and unused RTV when creating render
pipeline state object. Without this patch D3D12 debug layer will generate
below error message when we use a PSO that uses RTV at slot 1 and remain
empty at slot 0 in a D3D12 render pass:

The current render pass binds a different render target format compared
to what the pipeline state object describes. Render pass is predicted to
bind DXGI_FORMAT_R8G8B8A8_UNORM at [0], but PSO describes
DXGI_FORMAT_UNKNOWN at [0]. [ EXECUTION ERROR #1170: RENDER_PASS_ERROR]

Bug: chromium:381742470
Test: dawn_end2end_tests
Change-Id: I437211babe5492b821280cb97408b33a8d10d5ad
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/218074
Reviewed-by: Loko Kung <lokokung@google.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
3 files changed
tree: 8f1c276efc69ed56ad8d452682d7af95cee3c8a4
  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.