[Vulkan] Properly handle combined image samplers

We currently set YCbCr sampler entries as COMBINED_IMAGE_SAMPLER at the
Vulkan level, but we don't actually then handle that within the Vulkan
backend:

* There should be no entry in the VkDescriptorSetLayout for the texture
  that will be paired with this sampler
* That texture should be bound in the VkDescriptorSet at the index for
  the sampler
* Within the SPIR-V, the texture var should be decorated to point at the
  binding for the combined image sampler

This CL fills in those holes. To do so, we add an optional field to
StaticSamplerBindingLayout wherein the client can specify a texture
entry that should be paired with this sampler. If that field is set, we
will create the sampler entry as COMBINED_IMAGE_SAMPLER with all that
that entails.

Followup will add validation and testing. In addition to general testing
and validation, we will validate and test the following with respect to
YCbCr samplers in particular:

* The client *must* pass the index of the texture being sampled by a
YCbCr sampler entry as part of the YCbCr sampler entry itself, in
essence requiring that the client pair YCbCr samplers and sampled
textures. This requirement matches the current Skia BGL structure and
seems like a rational restriction, as both the YCbCr sampler and the
texture being sampled by that sampler need to take their YCbCr info from
the AHB that is backing by the texture.

Change-Id: I1741f4bcf90a461a3636fd37745a80b461365006
Bug: 41488897
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/197475
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Colin Blundell <blundell@chromium.org>
10 files changed
tree: 6644797e239437992c3fe492d42105d6b4f5c75a
  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
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  21. AUTHORS
  22. BUILD.bazel
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  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
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  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.

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Documentation table of content

Developer documentation:

User documentation: (TODO, figure out what overlaps with the webgpu.h docs)

License

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