D3D12: Skip robustness transform on textures This patch skips the Tint robustness transform on HLSL textures because: - Direct3D guarantees to return zero for any resource that is accessed out of bounds. - For the assembly store_uav_typed, out of bounds addressing means nothing gets written to memory. Bug: tint:1890 Change-Id: I2859304eec2f900708a54bcdd9390b374b53bd06 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/137503 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.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.h version that Dawn implements.webgpu.h.Helpful links:
Developer documentation:
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
(TODO)
Apache 2.0 Public License, please see LICENSE.
This is not an officially supported Google product.