[dawn][opengl] Remove the GL-specific handling of un/filtering samplers. This is a likely a remnant of when the OpenGL backend was initially created, when the WebGPU spec didn't have the concept of "non filtering samplers". GL requires that u/int textures be used only with nearest filtering so each sampler was split into a two, a filtering and the respective non-filtering one. This limitation is now part of the WebGPU validation so it is no longer necessary to handle it in the GL backend. Also makes opengl::Sampler follow the usual pattern for ::Create (with an Initialize method), and remove the unused and confusing opengl::PipelineLayout::GetTextureUnitsUsed. Bug: 411573957 Change-Id: Ie29d697f7a9f30c1431f750eb6e1adaee9d1235d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/252134 Reviewed-by: Stephen White <senorblanco@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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.