[YUV AHB] Specialize state for operations using YUV AHB ExternalTextures

This CL builds on all the previous [YUV AHB] commits to detect in the
Vulkan command encoding that a specialization is needed to do 0-copy YUV
AHB sampling. It computes the specialization, set the specialized state
and run the command.

 - Adds end2end tests for OpaqueYCbCrAndroidForExternalTexture.
 - Adds an ExternalTexture end2end tests instantiation with the
   "vulkan_force_static_samplers_for_external_textures" toggle which
   mimics the specialization that needs to happen for YCbCr on devices
   that don't have it (it made it easier to test WIP code).
 - Enable OpaqueYCbCrAndroidForExternalTexture in the Vulkan backend
   when samplerYCbCrConversion is available.
 - Add a way to get specialized VkDescriptorSets for a specialization of
   a BindGroup's layout.
 - Handle the special case of Vulkan swizzling YCbCr differently than
   what the ExternalTexture yuvToRgb matrix expects.
 - Split ImmediateDataTracker and DescriptorSetTracker's Apply method to
   let custom state be passed, and add method to dirty the state.
 - When a pipeline is detected to need specialization, specialize the
   pipeline and apply the specialized state before doing the operation.

Bug: 468988322
Change-Id: I28fe6d07f7f1d2bd7dad4d8353550a36e2ebd1dd
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/297196
Reviewed-by: Brandon Jones <bajones@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kyle Charbonneau <kylechar@google.com>
12 files changed
tree: deca05846bbeebdd7f59747225992bbe1d1f525f
  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. unsafe_buffers_paths.txt
  45. WATCHLISTS
  46. 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.