[native][d3d12] Fix potential leak in T2B copy when temp buffer workaround active When D3D12UseTempBufferInDepthStencilTextureAndBufferCopyWithNonZeroBufferOffset is active, which happens on platforms that do not support programmable sampler positions, and a T2B copy is made that triggers the use of this workaround, it was possible to extract uninitialized data from the padding bytes of texture to temp buffer copy. This CL fixes this by making sure to initialize the temp buffer used in the copy. Bug: 500443031 Change-Id: Id3a9912c76b438568de28a8b5a206d2551509516 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/302635 Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Antonio Maiorano <amaiorano@google.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.