[native][vulkan] Support samplers in ResourceTable

To store both samplers and images together in the same descriptor set
array, we use VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, and when adding
a texture view to the table, we set an "unused sampler", and similarly
when adding a sampler to the table, we set an "unused image".

Although this method wastes descriptor memory space, since each
descriptor stores both a sampler and an image, this keeps shader
emission simpler (one set of arrays per resource type at the same
binding, with simple indexing), and allows us to store all descriptors
in one descriptor set with
VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT enabled.

Also:

- Added two more e2e ResourceTableTests, one that adds a simple sampler
  to the resource table, and another that adds multiple samplers, making
  sure they sample a texture that's also added to the resource table
  correctly.

Bug: 473354063
Change-Id: I7fa8e89497fc12722c84f9136046ec6bc5dabba3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/294735
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
8 files changed
tree: da577355f83060a77e85e13957b0a389540c3966
  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-format-ignore
  17. .clang-tidy
  18. .git-blame-ignore-revs
  19. .gitattributes
  20. .gitignore
  21. .gitmodules
  22. .gn
  23. .style.yapf
  24. .vpython3
  25. AUTHORS
  26. BUILD.bazel
  27. BUILD.gn
  28. CMakeLists.txt
  29. CMakeSettings.json
  30. CODE_OF_CONDUCT.md
  31. codereview.settings
  32. CONTRIBUTING.md
  33. CPPLINT.cfg
  34. DEPS
  35. DIR_METADATA
  36. go.mod
  37. go.sum
  38. go_presubmit_support.py
  39. LICENSE
  40. OWNERS
  41. PRESUBMIT.py
  42. README.chromium
  43. README.md
  44. test_spec_presubmit_support.py
  45. unsafe_buffers_paths.txt
  46. WATCHLISTS
  47. 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.