CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
26934d9503
When we initialize the dst texture before T2T copy, we clear a buffer with zeros and do a B2T copy in order to initialize the texture. The T2T copy may only copy a subrect of the texture's subresource, so does the initialization via B2T copy. As a result, the buffer can store compact zeros for that exact subrect and then do an exact B2T copy to initialize that area. However, the current B2T copy uses incorrect data layout for the buffer, making some part of the dst texture uninitialized, and even leading to D3D12 runtime validation errors sometimes if it goes beyond the boundary of staging buffer pool (4MB). This change fixes this bug via using the exact height of copy area to replace dataLayout.rowsPerImage (unnecessary padding rows included) for the height of each depth image for 3D textures. Bug: dawn:1288 Change-Id: I303e0d363039a6a87e352a8445898031e673cf4e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/90780 Commit-Queue: Yunchao He <yunchao.he@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> |
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.vscode | ||
build_overrides | ||
docs | ||
generator | ||
include | ||
infra | ||
scripts | ||
src | ||
test | ||
third_party | ||
tools | ||
webgpu-cts | ||
.clang-format | ||
.clang-tidy | ||
.gitattributes | ||
.gitignore | ||
.gn | ||
AUTHORS | ||
BUILD.gn | ||
CMakeLists.txt | ||
CMakeSettings.json | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
CPPLINT.cfg | ||
DEPS | ||
DIR_METADATA | ||
Doxyfile | ||
LICENSE | ||
OWNERS | ||
PRESUBMIT.py | ||
README.chromium | ||
README.md | ||
codereview.settings | ||
dawn.json | ||
dawn_wire.json | ||
go.mod | ||
go.sum | ||
tint_overrides_with_defaults.gni |
README.md
Dawn, a WebGPU implementation
Dawn is an open-source and cross-platform implementation of the work-in-progress 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
.
- The
- A "native" implementation of WebGPU using platforms' GPU APIs:
- D3D12 on Windows 10
- Metal on macOS and iOS
- Vulkan on Windows, Linux, ChromeOS, Android and Fuchsia
- OpenGL as best effort where available
- 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).
Helpful links:
- Dawn bug tracker if you find issues with Dawn.
- Tint bug tracker if you find issues with Tint.
- Dawn's mailing list for other discussions related to Dawn.
- Dawn's source code
- Dawn's Matrix chatroom for live discussion around contributing or using Dawn.
- WebGPU's Matrix chatroom
- Tint mirror for standalone usage.
Documentation table of content
Developer documentation:
- Dawn overview
- Building
- Contributing
- Code of Conduct
- Testing Dawn
- Debugging Dawn
- Dawn's infrastructure
- Dawn errors
- Tint experimental extensions
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
Status
(TODO)
License
Apache 2.0 Public License, please see LICENSE.
Disclaimer
This is not an officially supported Google product.