Support larger maxInterStageShader limits on D3D and Vulkan

This patch implements larger maxInterStageShaderVariables and
maxInterStageShaderComponents on D3D11, D3D12 and Vulkan.

On D3D backends the maximum number of maxInterStageShaderVectors
can be (D3D12_PS_INPUT_REGISTER_COUNT - 2 = 30) and the maximum
number of maxInterStageShaderComponents is
(D3D12_PS_INPUT_REGISTER_COUNT - 2) * D3D12_PS_INPUT_REGISTER_COMPONENTS
= 120:
- reserve one register for SV_Position
- reserve one register for SV_SampleIndex OR SV_IsFrontFace

On Vulkan backends we should reserve 4 components for the SPIR-V
builtin position when computing maxInterStageShaderComponents, and
maxInterStageShaderVariables is (maxInterStageShaderComponents / 4).

See the below investigations for more details:
https://github.com/gpuweb/gpuweb/issues/1962

Bug: dawn:685, dawn:1448
Test: dawn_end2end_tests
Change-Id: I91f8461aa6b38ef830e9088eca7ada1c1578f280
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/155343
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
21 files changed
tree: 9076d00b9f6b7f78aee7f1b3b0c730f1a1169fc3
  1. .vscode/
  2. build_overrides/
  3. docs/
  4. generator/
  5. include/
  6. infra/
  7. scripts/
  8. src/
  9. test/
  10. third_party/
  11. tools/
  12. webgpu-cts/
  13. .bazelrc
  14. .clang-format
  15. .clang-tidy
  16. .gitattributes
  17. .gitignore
  18. .gitmodules
  19. .gn
  20. AUTHORS
  21. BUILD.bazel
  22. BUILD.gn
  23. CMakeLists.txt
  24. CMakeSettings.json
  25. CODE_OF_CONDUCT.md
  26. codereview.settings
  27. CONTRIBUTING.md
  28. CPPLINT.cfg
  29. dawn.json
  30. dawn_wire.json
  31. DEPS
  32. DIR_METADATA
  33. Doxyfile
  34. go.mod
  35. go.sum
  36. go_presubmit_support.py
  37. LICENSE
  38. OWNERS
  39. PRESUBMIT.py
  40. README.chromium
  41. README.md
  42. WORKSPACE.bazel
README.md

Dawn's logo: a sun rising behind a stylized mountain inspired by the WebGPU logo. The text Dawn is written below it.

Dawn, a WebGPU implementation

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 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)

Status

(TODO)

License

Apache 2.0 Public License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.