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On the D3D12 platforms that don't support programmable sample positions, the source box specifying a portion of the depth texture must all be 0, or an error and a device lost will occur. This patch adds a workaround for this issue by splitting the original buffer-texture copy into two copies: 1. copy from the source resource into a temporary buffer at offset 0 2. copy from the temporary buffer at offset 0 into the destination resource. In the next patch we will fix the corresponding issue in Queue.WriteTexture. Note that on newer version of D3D12 the restrictions about D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT and D3D12_TEXTURE_DATA_PITCH_ALIGNMENT have all been lifted out, so the workaround added in this patch will also be disabled on the platforms that don't support programmable sample positions but the restrictions about D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT and D3D12_TEXTURE_DATA_PITCH_ALIGNMENT are no longer available. Bug: dawn:727 Test: dawn_end2end_test Change-Id: I9f1d848a0eeac5bd52c9219af6992a2821307746 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/97182 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Austin Eng <enga@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
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.
Description
CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
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