commit | b9ca57d0dc027069000a9c816d38bad9bdb43736 | [log] [tgz] |
---|---|---|
author | Corentin Wallez <cwallez@chromium.org> | Wed Oct 25 21:00:31 2023 +0000 |
committer | Dawn LUCI CQ <dawn-scoped@luci-project-accounts.iam.gserviceaccount.com> | Wed Oct 25 21:00:31 2023 +0000 |
tree | 7e316ac9b5f4318d7ab478b73e7d9a75627dd0fe | |
parent | 5b2a43b678246d6bc8b81c904cef3a34e10364cf [diff] |
Support separate depth-stencil readonlyness Implements support for having separate values for depth/stencilReadOnly in beginRenderPass. This works without any changes in all backends but the Vulkan backend. On the Vulkan backend, new internal wgpu::TextureUsages are introduced that represent mixed readonly/not depth-stencil attachment. They can also be combined with wgpu::TextureUsage::TextureBinding to signify that the readonly aspect will be used for sampling. The ReadOnlyDepthStencil end2end and validation tests are refactored for easier extensibility, and extended to test the newly allowed mixed readonlyness render attachments. Changes are: - Fix a typo in IndirectDrawValidationEncoder. - Make TextureD3D11 not rely on CombinedDepthStencil as that aspect is supposed to be internal to the Vulkan backend. - Introduce a kReservedTextureUsage bit and use it for kAgainAsRenderAttachment that's not just intneral to PassResourceUsageTracker. - Change the validation in CommandEncoder to allow mixed readonlyness and correctly track such mixed usages. - Make the Vulkan backend require VK_KHR_maintenance2 so that we can use the new VK_IMAGE_LAYOUTs it introduces. - Change the VulkanImageLayout function to take a Format() instead of a whole vulkan::Texture object. - Make the vulkan::RenderPassCache handle separate readonlyness of depth-stencil. - Updated the vulkan::Texture logic for barriers to handle separate readonlyness (that's the most complicated part of this CL). - Rewrite/expand readonly attachment tests. - Enable these tests on OpenGL. - Add suppressions for the CTS testing the previous behavior. Bug: dawn:2146 Change-Id: Ic4151efd28f8735bc8a7e5119a72c85c29f7d124 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/155441 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Loko Kung <lokokung@google.com> Kokoro: Kokoro <noreply+kokoro@google.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)
BSD 3-Clause License, please see LICENSE.
This is not an officially supported Google product.