[native][d3d12] Fix dispatch size 0 not increment dispatch counter So a subsequent dispatch would end up using the sync scope of the previous zero-arg one. For D3D12, this could result in bypassing lazy-clear operations on a buffer, allowing the shader to read GPU memory. Fixes: 516925829 Change-Id: Ib674028dc5f9c41cc0fcc92c65ade50fbd98d0a0 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/312435 Commit-Queue: Antonio Maiorano <amaiorano@google.com> Reviewed-by: Loko Kung <lokokung@google.com>
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.h version that Dawn implements.webgpu.h.Helpful links:
Developer documentation:
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
BSD 3-Clause License, please see LICENSE.
This is not an officially supported Google product.