[dawn][opengl] Simplify GenerateCombinedSamplerInfo

The GL backend needs to translate runtime combining of the textures and
samplers in the shader to OpenGL's concept of combined textures and
samplers. During shader compilation, reflection data from Tint is used
to produce metadata related to that both for Dawn and Tint.

The metadata for Tint tells the GLSL writer what to name the combined
texture+sampler bindings that it generates. These names are then used to
query the resulting GL uniform location and the metadata for Dawn is
used to relate individual WebGPU texture or sampler bindings to a list
of GL texture units they affect.

GenerateCombinedSamplerInfo was very complicated as it went through
multiple rewrites as surrounding code was modified. Simplify it by:

 - Factoring the logic ran when a new combined texture and sampler is determined.
 - Making the difference of handling between external texture and regular texture more clear.
 - Avoiding the use of the "placeholder" sampler in CombinedSampler and using an std::optional instead.
   - Fixed a preexisting bug in the implementation of operator < for that structure.
 - Make it more clear what parameters are inputs and outputs.
 - Removing the redundant needsPlaceholderSampler output.

Also simplified the code in PipelineGL a bit since we only care about
the total set of all CombinedSampler and not the per-stage sets.

Bug: 411460085
Change-Id: Ic9b36aeaf8680deff5166efc66faa43090a53462
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/247035
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: dan sinclair <dsinclair@chromium.org>
3 files changed
tree: 5156f7848cee73f9ec78ce298152ea17da1ac563
  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. WATCHLISTS
  45. 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.