Split buffer<->texture copies to work around Intel row-pitch limitation

Intel GPUs store a buffer<->texture copy's bytes per row in an 18-bit
hardware register (a row pitch of 262,144 bytes) and texels per row in
a separate 14-bit hardware register (a row width of 16,384 texels), so
a larger bytesPerRow silently overflows and corrupts the copy. Add a
workaround for Intel GPUs that splits affected buffer-to-texture and
texture-to-buffer copies on D3D11/D3D12/Vulkan into one command per row
so the oversized bytes and texels is never handed to the driver.

Bug: 481934465

Change-Id: Ib3e25be11f03d3f55205a3803dbbdb1817b9f7cb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/336315
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Loko Kung <lokokung@google.com>
15 files changed
tree: 492736777d13dca956f664a2c2300c9854143ebb
  1. .github/
  2. .vscode/
  3. agents/
  4. build_overrides/
  5. docs/
  6. generator/
  7. include/
  8. infra/
  9. scripts/
  10. src/
  11. test/
  12. third_party/
  13. tools/
  14. webgpu-cts/
  15. .bazelignore
  16. .bazelrc
  17. .bazelversion
  18. .clang-format
  19. .clang-format-ignore
  20. .clang-tidy
  21. .git-blame-ignore-revs
  22. .gitattributes
  23. .gitignore
  24. .gitmodules
  25. .gn
  26. .style.yapf
  27. AUTHORS
  28. BUILD.bazel
  29. BUILD.gn
  30. CMakeLists.txt
  31. CMakeSettings.json
  32. CODE_OF_CONDUCT.md
  33. codereview.settings
  34. CONTRIBUTING.md
  35. CPPLINT.cfg
  36. DEPS
  37. DIR_METADATA
  38. go.mod
  39. go.sum
  40. go_presubmit_support.py
  41. LICENSE
  42. MODULE.bazel
  43. OWNERS
  44. PRESUBMIT.py
  45. PRESUBMIT_test.py
  46. README.chromium
  47. README.md
  48. unsafe_buffers_paths.txt
  49. vpython.toml
  50. vpython.toml.uv.lock
  51. WATCHLISTS
  52. WORKSPACE.bazel
README.md

Build Status Matrix Space

Dawn, a WebGPU implementation

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 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)

License

BSD 3-Clause License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.