RenderPipeline and ComputePipeline has been created with descriptors and PipelineBuilder
is not needed anymore.
This patch remove these remain "Builders" in dawn.
BUG=dawn:52
Change-Id: I8b119c540952beb3386913197f25b9c441f53ba4
Reviewed-on: https://dawn-review.googlesource.com/c/3460
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch is the first one of the descriptorization of render pass. In
this patch we add support of RenderPassColorAttachmentDescriptor
and RenderPassDepthStencilAttachmentDescriptor to
RenderPassDescriptorBuilder.
This patch also adds StoreOp to render pass color and depth stencil
attachment descriptor.
RenderPassDescriptorBuilder will be completely removed in the next
patch.
BUG=dawn:6, dawn:49
TEST=dawn_end2end_tests, dawn_unittests
Change-Id: If623b41d04016425efa53932ae1648daf2263675
Reviewed-on: https://dawn-review.googlesource.com/c/3300
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
SPIRV-Cross outputs HLSL utilizing register spaces for seperate bind groups.
This changes the D3D12 backend to also use them.
Bug: dawn:66
Change-Id: I0590ae59fa3d369b57cdb32e4c9808c137fa88dc
Reviewed-on: https://dawn-review.googlesource.com/c/3360
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
PostHandleQueueSignal assumed that fence was not null because QueueSignal
generates an error if it is. The errors are not surfaced immediately so
this additional check is needed before doing the post-handler.
Bug: chromium:914808
Change-Id: I2a99f5229712d49d3c9a2d1f3f2dd1009247a24c
Reviewed-on: https://dawn-review.googlesource.com/c/3280
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch adds the support of the parameter 'baseVertex' of drawIndexed
on D3D12, Metal and Vulkan back-ends.
BUG=dawn:51
TEST=dawn_end2end_tests
Change-Id: Ibd25884ad2abceaaed744d74c4ee6b0ae6b3fa1b
Reviewed-on: https://dawn-review.googlesource.com/c/3221
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch updates the definition of TextureDescriptor to make it match
WebGPU IDL:
1. Rename 'arrayLayer' to 'arraySize'
2. Add the missing member "sampleCount" and check that currently
sampleCount can only be 1.
BUG=dawn:56
TEST=dawn_unittests
Change-Id: I642186529f045865ae344cb5545ac80e14445c59
Reviewed-on: https://dawn-review.googlesource.com/c/3180
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch remove render pipeline builder and use descriptor to create render pipeline.
Sub-objects in descriptor will be removed in future.
Bug: dawn:4
Change-Id: I58dd569c7be42c2648311847b939c681189c2854
Reviewed-on: https://dawn-review.googlesource.com/c/2180
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
The fuzzer is able to trigger nullptr reads by failing to create objects
and then using the resulting nullptr in other operations. The proper fix
is to implement WebGPU error handling where creation failure returns a
valid but "error" object.
However implementing this error handling is a lot of work, so in the
meantime we use nullptr checks in relevant places to fix the fuzzer
issue. These checks will be removed once the error handling is changed.
BUG=dawn:8
Change-Id: I6777a7fa40383b3d2235e071c3f0109de7605a22
Reviewed-on: https://dawn-review.googlesource.com/c/2565
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This commit adds utils::MakeBindGroup to make code craeting bind groups
nicer to read. Additional tests are added that give 100% coverage of
ValidateBindGroupDescriptor.
BUG=dawn:3
Change-Id: I56e1da8c2952306ad233845b0ec3ec32aef793d9
Reviewed-on: https://dawn-review.googlesource.com/c/2802
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch implements using a layer of a texture as a color
attachment on D3D12, Metal and Vulkan.
This feature is not implemented on OpenGL back-ends in this patch.
BUG=dawn:16
TEST=dawn_unittests
Change-Id: Iffc194c6117f6e3e6506c6fcbfd51ca2fbe9ede8
Reviewed-on: https://dawn-review.googlesource.com/c/2660
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This ensures that all fences are complete. Flaky failures on Windows
showed some fence statuses were NOT_READY despite having been checked
after calling vkQueueWaitIdle.
Bug: dawn:60
Change-Id: Id4fa18c8842daf75faa9df6fcba8afdca43623c9
Reviewed-on: https://dawn-review.googlesource.com/c/2920
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This change implements timeline fences in Dawn.
It includes methods and descriptor members to eventually
support multi-queue, but does not implement them.
Bug: dawn:26
Change-Id: I81d5fee6acef402fe099227a034d9669a89ab6c3
Reviewed-on: https://dawn-review.googlesource.com/c/2460
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This is both something we should strive for for robustness of the
backends and in this case helped debug what the issue was on the
linux-dawn-rel builder that was failing all Vulkan tests.
BUG=dawn:19
Change-Id: Ibe9f5ad76b7766575bb74fe4993625cf82cdf13f
Reviewed-on: https://dawn-review.googlesource.com/c/2702
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This is needed to implement the timeline fence signal tracker in the frontend
Bug: dawn:26
Change-Id: Id6eb2afb81385de5093b57c5cb23ace93c8aab1b
Reviewed-on: https://dawn-review.googlesource.com/c/2741
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
Modify internal command buffer types to reflect the front end APIs for
copyTextureToBuffer and copyBufferToTexture.
Bug: dawn:17
Change-Id: I088a167ee7145d741e70ed28c1df7a12d24b72fc
Reviewed-on: https://dawn-review.googlesource.com/c/2740
Commit-Queue: Brandon1 Jones <brandon1.jones@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Becuase CGDisplayIOServicePort is deprecated in OSX >= 10.9, we create
an alternative function which manually finding a service port with
matching vendor and product IDs.
BUG=dawn:10
TEST=dawn_end2end_tests
Change-Id: I94ff65911e159c2b7075209d8902c1551560ed47
Reviewed-on: https://dawn-review.googlesource.com/c/2541
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Cosmetic changes to copyBufferToTexture and copyTextureToBuffer to
match WebGPU IDL. Introduces BufferCopyView, TextureCopyView,
TextureAspect, and Origin3D types.
Bug: dawn:17
Change-Id: Ic0e7f472a9dc1353d3fc3839ff02f348bb6067e8
Reviewed-on: https://dawn-review.googlesource.com/c/2520
Commit-Queue: Brandon1 Jones <brandon1.jones@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
New additions to the validation for the WebGPU execution environment
broke all the tests that use shaders because tests don't produce valid
SPIR-V for WebGPU and also backends don't know how to lower
WebGPU-flavored SPIR-V to target languages.
Also rolls SPIRV-Headers to a version compatible with SPIRV-Tools
TBR=kainino@chromium.org
BUG=dawn:57
Change-Id: Icd9a199efc39cf143e38d64841eb4b122c9f54a9
Reviewed-on: https://dawn-review.googlesource.com/c/2706
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch adds checks when we set a texture view as color or depth
stencil attachments:
1. The mipmap level of the texture view must be 1 as it is limited in
D3D12, Metal and Vulkan.
2. The array layer count of the texture view must be 1 as currently we
do not plan to support layered rendering in WebGPU.
3. The format of the texture view must be color renderable when it is
used as a color attachment.
4. The format of the texture view must be a depth stencil format when it
is used as a depth stencil attachment.
BUG=dawn:16
TEST=dawn_unittests
Change-Id: Ibce3bda20d49a725c26796aa627c5067532761ad
Reviewed-on: https://dawn-review.googlesource.com/c/2661
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch adds checks that we can only create cube map and cube
map array texture views on textures with width == height as is
required in Vulkan.
This patch enables the imageCubeArray feature on Vulkan back-ends
to ensure we can create cube map array image views on all Vulkan
back-ends.
This patch also adds a missing VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT
flag when creating Vulkan images with arrayLayer >= 6. Without this
flag we cannot create cube map or cube map array views.
This patch fixes all the cube map end2end tests on Linux using
Vulkan back-ends.
BUG=dawn:16
TEST=dawn_end2end_tests
Change-Id: Id9386b9ee509d18a5ba8ae1ca085134486b242d7
Reviewed-on: https://dawn-review.googlesource.com/c/2522
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch implements cube map and cube map array texture views on
all back-ends and adds related end2end tests.
BUG=dawn:16
TEST=dawn_end2end_tests
Change-Id: I3ac3f493eb92ac551371041039bd5cf39df53050
Reviewed-on: https://dawn-review.googlesource.com/c/2220
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This CL adds in fuzzers for SPIRV-Cross for HLSL, GLSL, and MSL
outputs. These fuzzers live in Dawn because there is not appropriate
location in the Chromium source repo for them and it is unlikely they
would be land-able in the SPIRV-Cross repo, because it is not coupled
with Chromium's build system and thus Clusterfuzz so would be
effectively dead code. Dawn depends on this code, but it is also
integrated into the Chromium build system, so this was the best place
I could find for them
The code under fuzz unfortunately uses exceptions/aborting as its
error reporting mechanism. This is an acknowledge short coming and
there are efforts to remove this behaviour. To work around this and
reduce the number of false positives found by the fuzzers, a signal
trap has been implemented which will be removed once the code under
fuzz has been updated.
The trap replaces the existing signal handler and silencing signals
while running the code under test. This allows the code under test to
call abort() and not crash the fuzzing process. Theoretically, only
SIGABRT should need to be trapped, but something is causing the signal
from abort() to be converted to SIGSEGV when running under ASAN.
This signal trap has been tested with the fuzzing/sanitizers by
intentionally inserting bad calls that will occur after a few thousand
test cases. It was confirmed that the fuzzer detected the issue and
stops fuzzing.
The alternate to implementing this signal trap would be to turn on
exceptions for the fuzzer. This was attempted, but proved to be
fruitless due to what was reported as an ODR issue, but couldn't
couldn't be silenced. The likely underlying issue was a pre-built
library or other object being built without exceptions was causing
different versions of symbols or the exception version of the standard
library not being instrumented by ASAN. Given the majority of Chromium
eco-system turns off exceptions, fixing this issue would not be
helpful to the larger community and was looking like it would require
significant effort.
BUG=chromium:903380
Change-Id: I63a5595383f99b7a0e150d72bb04c89b8d722631
Reviewed-on: https://dawn-review.googlesource.com/c/2260
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Max Moroz <mmoroz@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Likewise "presented" textures won't be available for use in submits so
this sets up state-tracking and validation for textures too.
Command buffer resource usage is now stored in the frontend instead of
done per-backend because it is used to validate resources are allowed in
the submits.
Also adds a test.
BUG=dawn:9
Change-Id: I0537c5113bb33a089509b4f2af4ddf4eff8051ea
Reviewed-on: https://dawn-review.googlesource.com/c/2142
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch adds the entry points for creating cube map and cube map
array texture views. This patch also adds validations that the array
layer in the texture view descriptor must be 6 when the texture view
dimension is cube map, and a multiple of 6 when the texture view
dimension is cube map array.
BUG=dawn:16
TEST=dawn_unittests
Change-Id: I86a66c3753a7678351f65b43f6cd54b96d1b762c
Reviewed-on: https://dawn-review.googlesource.com/c/2200
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
When both the vert and frag shaders have a UBO binding, the D3D12
backend was using register offset 0 for both, causing a collision,
and the wrong constant value used in one of the shaders.
The fix is to use the binding offsets computed by the BindGroupLayout,
since they know about all of the bindings, not just the ones computed
for each shader. This made it necessary to defer shader compilation
until pipeline layout creation time (as is done in the Metal backend
for similar reasons).
Finally, those bindings offsets computed by the BGL include an offset
for the CBV, UAV and SRV subgroups, so we must add the same register
offset when assigning the BaseShaderRegister to the descriptor ranges
in the PipelineLayout constructor so that they match.
Bug: dawn:20
Change-Id: I18287bf1c06f06dd61288e12da64752f54634466
Reviewed-on: https://dawn-review.googlesource.com/c/1960
Reviewed-by: Stephen White <senorblanco@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This also removes support for Travis and AppVeyor, as well as git
submodules for dependencies.
It also adjusts .gitignore to include dependencies (submodules are
implicitly ignored but are removed in this commit).
Finally, removes some CMake-specific code from the code generator.
BUG=
Change-Id: I4ebc04e530a574b412ef0ca81e4672db01f0ed92
Reviewed-on: https://dawn-review.googlesource.com/c/2040
Reviewed-by: Stephen White <senorblanco@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch renames the field "mipLevel" of TextureDescriptor to
"levelCount" to align with the WebGPU idl.
BUG=dawn:16
Change-Id: I36b30d78831786e4c21ffd641f820375e95a1be5
Reviewed-on: https://dawn-review.googlesource.com/c/2100
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch implements creating texture view with texture view descriptor
with glTextureView, which is supported on OpenGL version >= 4.3. As is
required by glTextureView, we allocate storage for a texture by
glTexStorage*D instead of glTexImage*D.
BUG=dawn:16
TEST=dawn_end2end_tests
Change-Id: I29bcf6d538a70b4d6d1e5a21276b9e8d6e93ca51
Reviewed-on: https://dawn-review.googlesource.com/c/1980
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
d3d12::Buffer::UnmapImpl() was passing an empty range to
ID3D12Resource::Unmap(). This causes it to be a no-op when writing a
buffer. The fix is to store the entire mapped range in the Buffer,
and use it during Unmap().
Note: this doesn't seem to actually cause an issue on the D3D12 drivers I
have, so I have been unable to write a test for it. However, it does cause
an issue in RenderDoc: the buffer data appears unmodifed after the
Map/memcpy/Unmap calls. The hypothesis is that RenderDoc notices the empty
range at the API level, and leaves its shadow buffer contents unmodified.
Because I feel this change is correct regardless, I'm landing it without
a test.
Bug: dawn:25
Change-Id: Ie5dd5fcfedbe1d80c75a3d8094c97af27653ee00
Reviewed-on: https://dawn-review.googlesource.com/c/1920
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This patch is the first part to implement creating a texture view
with a texture view descriptor on D3D12 and Metal back-ends. With
this patch the texture views created with descriptor can be bound
as sampledTextures on D3D12 and Metal back-ends.
Note that the support of rendering into a layer or a mipmap level of
a texture on D3D12 and Metal back-ends is not included in this patch.
BUG=dawn:16
TEST=dawn_end2end_tests
Change-Id: I62473ec5a4bb6b84d797ef7fd9cb98689ff763f4
Reviewed-on: https://dawn-review.googlesource.com/c/1940
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch implements creating a texture view with given texture
view descriptor on Vulkan back-ends.
This patch also updates TextureViewTests to test various mipmap
levels and adds several tests to cover all added features.
BUG=dawn:16
TEST=dawn_end2end_tests
Change-Id: I602e5a076e4f717f555cb9a9ef98d5dfceadbe81
Reviewed-on: https://dawn-review.googlesource.com/c/1880
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch removes CreateDefaultTextureView in all the back-ends of
class Device and implements this function by CreateTextureView using
a TextureViewDescriptor created from the original texture.
Note that this patch only refactors the original implementation of
creating default texture. The support of creating texture views from
a texture view descriptor will be added in the next several patches.
BUG=dawn:16
Change-Id: Iadfc1e17e1cf23a4c1fa8ff44b1fb1a765d21e3f
Reviewed-on: https://dawn-review.googlesource.com/c/1840
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
ObjectBase will contain data that all WebGPU objects have such as a
pointer back to the device, a refcount (via inheriting from RefCounted),
a name, an error status etc.
BUG=dawn:24
Change-Id: I919e1a6d4a68811ceb6e503b2a793815c92f2528
Reviewed-on: https://dawn-review.googlesource.com/c/1620
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch adds the entry point creating texture view with a
TextureViewDescriptor and all the validations on the parameters
according to https://github.com/gpuweb/gpuweb/issues/79.
BUG=dawn:16
TEST=dawn_unittests
Change-Id: Ibc04a0f7b9f334c57da191606313ab156e18af1f
Reviewed-on: https://dawn-review.googlesource.com/c/1800
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
If a bindgroup was re-used in multiple command buffers in a single call
to queue.Submit(), it was skipping the creation of the corresponding
descriptor heap for that bind group in the second command buffer.
The fix is to use the command buffer's index into the submit command as
part of the key for the bind group's descriptor heap.
Change-Id: Ie66a0e772b10cc72bf040f090dac4c4a10f24266
Reviewed-on: https://dawn-review.googlesource.com/c/1740
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This splits off part of CommandBufferBuilder in separate
RenderPassEncoder and ComputePassEncoder objects. To match the WebGPU
IDL and factor some code, both these encoders inherit from
ProgrammablePassEncoder.
These encoders are pure frontend objects and record into the
CommandBufferBuilder command allocator objects, so no changes to the
backends were needed.
Error handling is still ew, because the "builder" mechanism we had
doesn't allow for "split builders". Nicer error handling will have to
wait on Dawn matching WebGPU.
All the tests and samples were updated to the new structure.
BUG=dawn:5
Change-Id: I5f5d4ad866e2c07fedd1ba7a122258c6610941f1
Reviewed-on: https://dawn-review.googlesource.com/1543
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch is the first one to support inspecting GPU information for
dawn_end2end_tests.
In this patch, we support collecting the device name, device id and
vendor id on D3D12 and Vulkan. We also support collecting the device
name on OpenGL. The collection on Metal will be supported in the next
patch. Using this information we implement a series of APIs to inspect
the information of both OS and GPU vendor.
We also skip two failed tests on Windows Intel Vulkan backends.
BUG=dawn:10
Change-Id: If52a960c0bae3922a0b5650500218eff1400d77a
Reviewed-on: https://dawn-review.googlesource.com/1460
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This matches WebGPU and is a good test of having structures include
other structures by value.
BUG=dawn:13
Change-Id: Ibd5ea1340338e5aa16069499c498ac5a455fc2cd
Reviewed-on: https://dawn-review.googlesource.com/1500
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch is the first one to descriptorze texture view. In this
patch, we completely remove TextureViewBuilder and add the entry
point CreateDefaultTextureView for creating a texture view on a
non-array 2D texture using the same type and format.
Texture view descriptors and 2D array texture views will be supported
in the next patch.
BUG=dawn:1, dawn:16
Change-Id: Ibd2a0bcf02cbb567a98d2faaaaa897eff2c062e5
Reviewed-on: https://dawn-review.googlesource.com/1440
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
The error type will help distinguish between validation errors, context
losts and others which should be handled differently.
Take advantage of advantage of this to change DAWN_RETURN_ERROR to
"return DAWN_FOO_ERROR" to have the return be more explicit. Also
removes usage of DAWN_TRY_ASSERT for more explicit checks.
Change-Id: Icbce16b0c8d8eb084b0af2fc132acee776909a36
This integrates spirv-val in dawn_native so that regular and
WebGPU-specific validation of shaders is done.
Also adds tests to check OpUndef is correctly rejected so we know
WebGPU-specific validation is working.
Change-Id: If49d276c98bca8cd3c6c1a420903fe34923a2942
This patch implements the creation of 2D array textures and copying
between a buffer and a layer of a 2D array texture on D3D12, Metal
and OpenGL back-ends.
TEST=dawn_end2end_tests
Linking against their .lib makes loading Dawn fail on systems that don't
have the DLLs. This happens for example on Windows7 that doesn't have
d3d12.dll. Instead we dynamically load functions pointers from these
DLLs at d3d12::Device startup.
Change-Id: I4d01a12d0f91bec45bf125450d2c08aaa9ff9fac
Implement copying between a buffer and a texture 2D array on Vulkan
This patch implements the creation of a 2D array texture and data
copying between a buffer and a layer of a 2D array texture on
Vulkan back-ends.
TEST=dawn_end2end_tests
This patch introduces texture descriptor for texture creation instead
of texture builders.
This patch also adds "arrayLayer" to texture descriptor and removes
mDevice in TextureD3D12.
In the DEPS file we are going to use Chromium's mirror of
github.com/KhronosGroup/SPIRV-Cross so we need to adjust .gitmodules to
point to it instead of Kangz/SPIRV-Cross. Also take that opportunity to
roll SPIRV-Cross.
Change-Id: I4f53a4fc54f5b1b9a754ac55e976c81e5eeabeb2
We still keep a dummy BufferBuilder object around so that it can be used
for the builder error callback tests of the wire.
Change-Id: If0c502bb8b62ee3ed61815e34e9b6ee6c03a65ef
Resources used to have both a current and an allowed usage but the
concept of current usage has been removed so we can rename "allowed
usage" to "usage" to make the name match WebGPU's
WebGPUBufferDescriptor::usage and WebGPUTextureDescriptor::usage
Change-Id: I5190950bf7f7f5b86c92247ef0240fead9886268
BindGroup usage isn't something that's part of WebGPU's sketch.idl and
it might never exist. Remove it to simplify the migration of bindgroup
to descriptor.
Change-Id: I21e0a98eb60434d4009e748cd9afcbf89edd7e6a
This includes a bunch of fixes for clang warnings in Windows specific
code that was only compiled by MSVC previously. This also tidies up some
BUILD.gn issues on Windows.
This required putting Queue::Submit on QueueBase which is something we
would want to do anyway, and removes the need for Queue::ValidateSubmit
being called in the ProcTable.
This removes the need for all the "GeneratedCodeIncludes" files and
leads to a bunch of simplifications in BindGroup as well as the
dawn_native CMakeLists.txt.
Finally this was done in order to simplify the writing of BUILD.gn
files.
The interface exposed by libdawn_native is declared in the new headers
living in src/include/dawn_native so that they both the users and the
libraries use the DAWN_NATIVE_EXPORT macros.
The dawn.h and dawncpp.h structure definitions references dawnFoo or
dawn::Foo respectively when it should reference dawn_native::FooBase* in
dawn_native. Autogenerate files to declare the dawn_native version of
the structs and change the ProcTable generation to use it instead.
This is important to make libdawn_native a shared library because
currently it was depending on dawncpp's definition of .Get().
This extends our Vulkan handle wrapper to have conversions from uint64_t
as well as the native Vulkan types:
- The dawn_wsi interface uses the uint64_t version.
- The backend interface uses the native Vulkan version
libdawn will be one of the libraries produced but other libraries like
libdawn_native don't need to link against it. However they do need the
Dawn headers so we generate them separately.
This also makes all internal targets depend on the header generation and
have the include directories necessary for those headers.
Also has a small fix for setting compile flags only for C++ files.