[inspector] Fix issue with finding texture,sampler pairs.

When looking for the entry points associated to samplers and textures
we'd find the calls which used a sampler, and then add any entry point
which was reachable up the call chain from that usage.

This is incorrect in the face of a forked call pattern:

```
            s
          /  \
         /    \
       /        \
 s(t0, s0)    s(t1, s0)
     /            \
  vert           frag
```

In this case, we'd associate both `t0,s0` and `t1,s0` to both the vertex
and fragment shaders. Instead, we should only associate `t0,s0` to the
vertex shader and `t1,s0` to the fragment shader.

This Cl changes the routine such that instead of getting the entry
points early it waits until we've found both the texture and sampler in
the call stack and uses that function as the basis for determining the
entry points.

Bug: 380433758
Change-Id: Ibe313404417ba77a0ed5467c4d1b20f188fe47a6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/223534
Reviewed-by: David Neto <dneto@google.com>
Reviewed-by: James Price <jrprice@google.com>
Commit-Queue: dan sinclair <dsinclair@chromium.org>
4 files changed
tree: 6d189e7301ca1f9984ea8cfe67abac1935a2746b
  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-tidy
  17. .git-blame-ignore-revs
  18. .gitattributes
  19. .gitignore
  20. .gitmodules
  21. .gn
  22. AUTHORS
  23. BUILD.bazel
  24. BUILD.gn
  25. CMakeLists.txt
  26. CMakeSettings.json
  27. CODE_OF_CONDUCT.md
  28. codereview.settings
  29. CONTRIBUTING.md
  30. CPPLINT.cfg
  31. DEPS
  32. DIR_METADATA
  33. go.mod
  34. go.sum
  35. go_presubmit_support.py
  36. LICENSE
  37. OWNERS
  38. PRESUBMIT.py
  39. README.chromium
  40. README.md
  41. WATCHLISTS
  42. 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.