vulkan: Implement coherent FramebufferFetch

This adds FramebufferFetch support to the Vulkan backend when the
VK_EXT_rasterization_order_attachment_access extension is available. The
general approach is that when FramebufferFetch is enabled the main
subpass will have one input attachment corresponding to each color
attachment. If a pipeline uses the @color attribute a VkDescriptorSet
with an input attachment for each color attachment is created/bound
that Tint can sample them. Tint already has the logic to handle the
color attribute and sample attachments.

The rasterization order extension ensures that any previous draws in the
same render pass are complete before pixel values are sampled.

FramebufferFetchHelper encapsulates the logic to allocate
VkDescriptorSets and VkDescriptorSetLayouts for this feature.

Bug: 42241389
Change-Id: I369886c75577966663b181800a71c4d08f9541bc
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/290895
Commit-Queue: Kyle Charbonneau <kylechar@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Kyle Charbonneau <kylechar@google.com>
Reviewed-by: Brandon Jones <bajones@chromium.org>
28 files changed
tree: 359710c002d9954739ba0e9918364f711fa8cd5d
  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. .bazelrc
  16. .clang-format
  17. .clang-format-ignore
  18. .clang-tidy
  19. .git-blame-ignore-revs
  20. .gitattributes
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  26. AUTHORS
  27. BUILD.bazel
  28. BUILD.gn
  29. CMakeLists.txt
  30. CMakeSettings.json
  31. CODE_OF_CONDUCT.md
  32. codereview.settings
  33. CONTRIBUTING.md
  34. CPPLINT.cfg
  35. DEPS
  36. DIR_METADATA
  37. go.mod
  38. go.sum
  39. go_presubmit_support.py
  40. LICENSE
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  42. PRESUBMIT.py
  43. README.chromium
  44. README.md
  45. unsafe_buffers_paths.txt
  46. WATCHLISTS
  47. 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.