James Price 4d3af66bbd tint/msl: Preserve trailing vec3 padding
In order to preserve padding properly for MSL, we need to use its
packed_vec type for all vec3 types in storage buffers, not just struct
members. This commit includes a complete rewrite of the PackedVec3
transform to achieve this. The key details are:

* An internal `__packed_vec3<>` type was added, which corresponds to a
  `type::Vector` with an additional flag to indicate that it will be
  emitted as packed vector.

* The `PackedVec3` transform replaces all vec3 types used in
  host-shareable address spaces with the internal `__packed_vec3`
  type. This includes vec3 types that appear as the store type of a
  pointer.

* When used as an array element, these `__packed_vec3` types are
  wrapped in a struct that contains a single `__packed_vec3`
  member. This allows us to add an `@align()` attribute that ensures
  that `array<vec3<T>>` still has the correct array element stride.

* When the `vec3<T>` appears as a struct member in the input program,
  we apply the `@align()` to that member to ensure that we do not
  change its offset.

* Matrix types with three rows that are used in memory are replaced
  with an array of columns, where each column uses a `__packed_vec3`
  inside an aligned wrapper structure as above.

* Accesses to host-shareable memory that involve any of these types
  invoke a "pack" or "unpack" helper function to convert them to the
  equivalent type that uses `__packed_vec3` or a regular `vec3` as
  required.

* The `chromium_internal_relaxed_uniform_layout` extension is used to
  avoid issues where modifying a type in the uniform address space
  triggers stricter layout validation rules.

Bug: tint:1571
Fixed: tint:1837
Change-Id: Idaf2da2f5bcb2be00c85ec657edfb614186476bb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/121200
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
2023-02-27 20:21:03 +00:00
2022-10-13 12:55:42 +00:00
2023-02-13 17:10:44 +00:00
2023-02-05 10:52:57 +00:00
2022-05-30 18:00:58 +00:00
2022-06-18 16:16:11 +00:00
2023-01-26 15:57:27 +00:00
2020-03-02 15:47:43 -05:00
2022-04-10 22:14:00 +00:00
2022-12-19 19:06:51 +00:00
2021-12-02 21:25:58 +00:00

Dawn's logo: a sun rising behind a stylized mountain inspired by the WebGPU logo. The text "Dawn" is written below it.

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.
  • A "native" implementation of WebGPU using platforms' GPU APIs: D3D12, Metal, Vulkan and OpenGL. See per API support for more details.
  • 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) that can be used in standalone to convert shaders from and to WGSL.

Helpful links:

Documentation table of content

Developer documentation:

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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