Store Dynamic Storage Buffer Lengths and Offsets in D3D12 Immediates Pass dynamic storage buffer lengths and offsets to shaders through the immediate block instead of dedicated uniform buffers, so they no longer consume uniform register space and match how other D3D12 pipeline immediates are handled. The lengths and offsets are stored as array<u32> in the immediate block, so their compacted members only require 4-byte alignment and no longer need reserved padding slots to reach a 16-byte boundary. Bug: 366291600 Change-Id: Ic1589152a419b736749a840ce5e56ae8d184bad1 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/321575 Commit-Queue: Shaobo Yan <shaoboyan@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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.