Enable D3D12 render pass and use PRESERVE usage on null RTV slots This patch enables the use of D3D12 render pass by checking `D3D12_FEATURE_DATA_D3D12_OPTIONS18.RenderPassesValid` and uses `PRESERVE` usage instead of `NO_ACCESS` on null RTV slots because using `NO_ACCESS` means the null RTV will not be bound for raster and consume the slots, thus the non-null RTVs will be bound to wrong slots. Fixed: chromium:347282485 Test: dawn_end2end_tests Change-Id: Id1adf1cd65a4a2dfa02b70cb7b18cb115400ca23 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/212254 Reviewed-by: Corentin Wallez <cwallez@google.com> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Loko Kung <lokokung@google.com> Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
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.h version that Dawn implements.webgpu.h.Helpful links:
Developer documentation:
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
BSD 3-Clause License, please see LICENSE.
This is not an officially supported Google product.