[YUV AHB] Add toggle adding static sampler to external texture expansions

In Vulkan, static YCbCr samplers must be used to sample YCbCr AHBs. In
follow-up commits, support of JITing pipelines to use specific YCbCr
static samplers will be added. In order to have the backend support an
extra static sampler per ExternalTexture, an option is added in
ExternalTexture expansion to multiple bindings to also add a static
sampler.

 - Adds the Device::NeedsStaticSamplerForExternalTexture option and a
   toggle that can be used in Vulkan to force that option to be true.
 - Adds logic in BindGroupLayoutInternalBase to add a static sampler
   to the external texture expansion into multiple bindings.
 - BindGroups validate that each static sampler is compatible with its
   texture passed for "sampledTextureIndex". For static samplers
   expanded from external textures, no such texture is passed by the
   application since the "sampledTextureIndex" is for another expanded
   binding, so just skip that case.
 - Adds a placeholder sampler in DeviceBase, which is used as the static
   sampler before the pipeline JITing replaces it. This required updating
   the DestroyObjectTests to not use the default sampler descriptor as
   content-less object caching made the placeholder sampler be returned,
   that is referenced by the device and not destroyed until the device
   destruction.

Bug: 468988322
Change-Id: Ib1cacda0ed1f50eab09ce8f942b82921aa208e2b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/297176
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Reviewed-by: Kyle Charbonneau <kylechar@google.com>
10 files changed
tree: 2e880bd803d1e3661da970915368222b5712e8d2
  1. .github/
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  3. build_overrides/
  4. docs/
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  9. src/
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  13. webgpu-cts/
  14. .bazelrc
  15. .clang-format
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  38. go_presubmit_support.py
  39. LICENSE
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  42. README.chromium
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  44. unsafe_buffers_paths.txt
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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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