This is to match the work in progress webgpu.h header.
Also contains a fix for the wire where it wouldn't GetExtraRequiredSize
for structures that are by-value members of other structures.
BUG=dawn:22
Change-Id: I3c706bf9cd7a550d40fd667877f032c860d0a032
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9382
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This is to follow changes to WebGPU's IDL and header file where the Bit
suffix disappeared. This caused a conflict with
utils/dawn_native::ShaderStage that were both renamed to
SingleShaderStage.
BUG-dawn: 22
Change-Id: I7b085686775fa19e4b4a3b54979903d72f3ef660
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10462
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This is to match the naming convention of WebGPU's WebIDL and webgpu.h
BUG=dawn:22
Change-Id: Ia91c5a018403e6a72eb0311b5f1a072d102282a2
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10461
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Instead it is replaced by one enum in dawn_native and another in utils.
BUG=dawn:22
Change-Id: I094a40c8d4e22b704e59aea60cbefd1f05c5352a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8800
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
WebGPU remove dynamic-uniform-buffer and dynamic-storage-buffer but add a new attribute in
BindgroupLayoutBinding to record whether a buffer resource is dynamic.
Dawn need to align with this change.
BUG=dawn:180
Change-Id: I873ad2ec75575e72d184f89a6e3698dff6df50d7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8520
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This is to match the equivalent rename in WebGPU's IDL.
BUG=dawn:22
Change-Id: Ibdf75869e58835d984df559878b884c55310a403
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8623
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Yunchao He <yunchao.he@intel.com>
This requires some changes in the wire because WireCmd doesn't know the
size of void. This also adds a handwritten implementation of the Wire
commands for SetSubData that internally converts to uint8_t so that
WireCmd can generate the de/serialization.
BUG=dawn:160
Change-Id: Icbf0fd7dd841639ee6f67333844e027b27a8afcc
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7780
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This is a reland of 6f0b021dbf.
It also renames CreateDefaultTextureView to CreateDefaultView in a test
that landed after the tryjobs for the reverted patch passed.
Original change's description:
> Rename texture.createTextureView to createView to match WebGPU
>
> Bug: chromium:877147
> Change-Id: I186fc26054cc6729c859a4161c755a1133dc0bca
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6360
> Commit-Queue: Austin Eng <enga@chromium.org>
> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Bug: chromium:877147
Change-Id: I8e1a1adc07ad2c78081ae3cb0fa2bdb648b39c50
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6361
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This patch removes RenderPassDescriptorBuilder completely from Dawn.
With this patch, RenderPassDescriptor is a structure instead of a Dawn
object, and all the checks in RenderPassDescriptorBuilder are moved into
CommandEncoder.cpp.
This patch also updates the helper functions and structures related to
RenderPassDescriptor because RenderPassDescriptor is no longer an
object but a structure with members in pointers.
BUG=dawn:6
Change-Id: Ic6d015582031891f35ffef912f0e460a9c010f81
Reviewed-on: https://dawn-review.googlesource.com/c/4902
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Color state descriptors are a sequence of descriptors embedded
in RenderPipeline descriptor. We should use const*const* to
annotate them for supporting potential extended features added
in color state descriptors in future.
BUG=dawn:77
Change-Id: Id755569fa5076668c3db7b219b699845bc2a1d69
Reviewed-on: https://dawn-review.googlesource.com/c/4880
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
CommandEncoder is the replacement for CommandBufferBuilder. This commit
adds the dawn.json definition for it and an initial implementation that
wraps CommandBufferBuilder. This is done so that the code can be ported
to CommandEncoder gradually, otherwise the commit would be too big and
would risk many merge conflicts.
This converts all samples and end2end tests to use CommandEncoder.
BUG=dawn:8
Change-Id: If4ce86e6fb39ba4e0c2af6328d40e63be17d18c1
Reviewed-on: https://dawn-review.googlesource.com/c/4741
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
AttachmentStateDescriptor was removed in web idl. Its format info
for color attachment and depth/stencil attachment were split and
added into BlendStateDescriptor (renamed to ColorStateDescriptor)
and DepthStencilStateDescriptor (became optional) respectively.
This change makes dawn project match the revision in web idl.
BUG=dawn:106, dawn:102
Change-Id: If57b060db7b4b5d1124b4a79a3b92a3880047722
Reviewed-on: https://dawn-review.googlesource.com/c/4561
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
To match the WebGPU idl, SetRenderPipeline and SetComputePipeline need to change
the name to SetPipeline.
This patch just rename these two APIs
BUG=dawn:52
Change-Id: I2545c94158ebd051027a018650bf760a25845d73
Reviewed-on: https://dawn-review.googlesource.com/c/3480
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
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>
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 removes the following for both Buffer and Texture:
- The builder's SetInitialUsage
- The object's FreezeUsage and TransitionUsage methods
- The CommandBuffer Transition<Object>Usage methods
All samples and tests are simplified as a result. This also obsoletes
the UsageValidationTest which is removed.
Some validation was dependent on "current usage" and hasn't been
reintroduced for implicit transitions yet:
- Buffers can be used while mapped
- Swapchain textures can be used after they have been presented.
Validation for these will involve collecting all the resources used by a
command buffer and will be done in a follow-up patch.
We are changing all object creation to use descriptors but there is no
creation argument to pass for queue, so instead Device::CreateQueue
takes no argument.
This as an API change to get closer to the direction in which WebGPU is
headed. The API change in next.json caused a ton of files to be changed
in the same commit to keep things compiling.
API: the Framebuffer and RenderPass objects are now merged in a single
RenderPassInfo that contains the attachments, loadOps and clear values
for a BeginRenderPass command. The concept of subpass is removed.
The RenderPass creation argument to RenderPipelines is replaced by
explicitly setting the format of attachments for RenderPipeline.
Validation: SetPipeline checks are changed to check that the attachments
info set on a RenderPipeline matches the attachments of the render pass.
Backends: Most changes are simplifications of the backends that no
longer require and indirection to query the current subpass out of the
render pass in BeginSubpass, and don't need to get the attachment info
from a RenderPass when creating RenderPipelines. In the Vulkan backend,
a VkRenderPass cache is added to reuse VkRenderPasses between
RenderPassInfos and RenderPipelines.
Tests and examples: they are updated with the simplified API. Tests
specific to the Framebuffer and RenderPass objects were removed and
validation tests for RenderPassInfo were added.
Tested by running CppHelloTriangle on all backends, end2end tests on all
platforms and all examples on the GL backend.
Explicitly configure swap chain usage in bindings and examples
Fix missing case in switch
Make swap chain Present usage implicit
Author: Austin Eng <enga@google.com>
* clang/gcc: enable -pedantic warnings
* suppress a GCC-specific warning in stb_image
* And some clang-specific warnings
* -Wconversion (clang) -Wold-style-cast (clang+gcc)
and fix a few warnings that show up with these (and a few more with
-Wconversion on gcc, even though that's not enabled by default)
* bunch more warnings
* fixes
* remove merge error
GetWindow and SwapBuffers are function of Windows.h and using the same
name causes a compile error.
This commit also changes Util's GetProcTableAndDevice to CreateNXTDevice
because we might need to call NXT procs when creating the C++ device.
* First API design (many features missing, including input attachments)
* Metal implementation (no OpenGL yet)
* Render-to-texture demo (a little broken until we have depth buffers)
* Update examples to use render passes