Vulkan: Fix synchronization bug

When binding a texture using a bind group layout entry with an empty
visibility mask we will skip shader usages of the texture when
setting the pipeline stages of the barrier. However, the subresource
state will still be updated as if we didn't skip shader usages. This
leads to incorrect synchronization and triggers an assertion in some
cases.

For example, the following case will lead to an incorrect pipeline
barrier:
1. Create a texture and use it in some way (zero initialization is
   enough).
2. A render pass binds that texture as a TextureBinding with no
   shader stages (pointless but legal). The render pass contains no
   other resources (other than the color attachment it is rendering
   to).

Before the render pass we will insert an image memory barrier with a
dstAccessMask of VK_ACCESS_SHADER_READ_BIT. However, the dstStages of
the pipeline barrier does not contain a corresponding pipeline stage
(VK_PIPELINE_STAGE_VERTEX_SHADER_BIT or
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT).

To solve this, remove shader usages when no shader stages are present
before updating each subresource's state, instead of after.

Change-Id: I969ebe30dc4f4c613bdc2b0261c3b1197c0cda71
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/171441
Commit-Queue: Albin Bernhardsson <albin.bernhardsson@arm.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2 files changed
tree: dff8c06bb02d495e0206e2884ea7014a02c553a6
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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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User documentation: (TODO, figure out what overlaps with the webgpu.h docs)

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