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 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>
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
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 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.
* Use a descriptor for BindGroupLayout
* Fix MatchesLambda
* Add WireTests.StructureOfStructureArrayArgument
* Add BindGroupValidationTests.BindGroupLayoutCache
However keep the following samples:
- CHelloTriangle that demonstrates the C API
- CppHelloTriangle that demonstrates the C++ API
- Animometer that matches the WebGL benchmark
- HelloDepthStencil that does more than just a triangle, renamed
to CubeReflection
- ComputeBoids as a cool graphics and compute interop demo
- glTFViewer that shows slightly more advanced usage of NXT