Align offset to 512 when writing into depth stencil textures on some platforms On the D3D12 platforms that don't support programmable sample positions, the source box specifying a portion of the depth texture must all be 0, or an error and a device lost will occur. This patch adds a workaround for this issue by alignning the offset of internal staging buffer to 512 when calling Queue.WriteTexture() with depth stencil textures Bug: dawn:727 Test: dawn_end2end_tests Change-Id: I6bc5843d62d0aec3964ee5b544a06c0b2657031a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/98601 Reviewed-by: Austin Eng <enga@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.