|author||Corentin Wallez <email@example.com>||Thu Jan 21 11:07:44 2021 +0000|
|committer||Commit Bot service account <firstname.lastname@example.org>||Thu Jan 21 11:07:44 2021 +0000|
Use SubresourceStorage to track per-subresource state. Using this container is a small performance regression in the simple cases where all subresources are the same, or when the texture has few subrsources. However it give better performance in the hard subresource tracking cases of textures with many subresources. Using SubresourceStorage also makes it easier to work with compressed storage since the compression is mostly transparent. It reduces code duplication and prevent bugs from appearing when a developer would forget to handle compression. This fixes a state tracking issue in ValidatePassResourceUsage where the function didn't correctly handle the case where the PassResourceUsage was compressed. Also removes the unused vulkan::Texture::TransitionFullUsage. Also makes SubresourceStorage<T> only require operator== on T and not operator !=. Also fixes the texture format's aspect being used to create pipeline barriers instead of the range's aspects. Bug: dawn:441 Change-Id: I234b8191f39a09b541c1c63a60cccd6cee970550 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/37706 Reviewed-by: Corentin Wallez <email@example.com> Commit-Queue: Corentin Wallez <firstname.lastname@example.org> Auto-Submit: Corentin Wallez <email@example.com>
Dawn is an open-source and cross-platform implementation of the work-in-progress 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.hversion that Dawn implements.
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
Apache 2.0 Public License, please see LICENSE.
This is not an officially supported Google product.