[tint] Polyfill sample_mask behavior on HLSL (D3D) and MSL (metal) In the case of Sample Shading the full mask for all samples is still provided even though the fragment is only shading a single sample. This polyfill makes the backend more in line with the WGSL spec. Document: https://docs.google.com/document/d/1A3ycZ39e0Cg2l4V_zSeED0ZmIZf0_JEKLG67xzcieLo/edit?usp=sharing&resourcekey=0-sCMxH7CuIYycgZJYHqoH8w Bug: 445242488, 407144390 Change-Id: I8de85796be3e45d81d73ae84118cca097bbb558a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/275734 Commit-Queue: Peter McNeeley <petermcneeley@google.com> Reviewed-by: James Price <jrprice@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.