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>
20 files changed
tree: 7e316ac9b5f4318d7ab478b73e7d9a75627dd0fe
  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

BSD 3-Clause License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.