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9b16a3e9
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2025-05-05T16:43:19
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WebGPU: Remove last references to cpp API
Bug: angleproject:414831373
Change-Id: I25c03de40c579bf984d9a905ecf655c82d239811
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6512149
Reviewed-by: Matthew Denton <mpdenton@chromium.org>
Reviewed-by: Liza Burakova <liza@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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1faf6ef2
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2025-05-05T15:18:58
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WebGPU: Use WebGPU C API for Programs and Buffers
Bug: angleproject:414831373
Change-Id: I773f26483f53957bdfb8321b2a557df7febb376c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6512147
Reviewed-by: Matthew Denton <mpdenton@chromium.org>
Reviewed-by: Liza Burakova <liza@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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481000fd
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2025-04-30T16:42:39
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WebGPU: Move pipeline creation to the C API.
Bug: angleproject:414831373
Change-Id: I3c4f7d22bce569d9813a580fd1f3d839ff165976
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6503023
Reviewed-by: Matthew Denton <mpdenton@chromium.org>
Reviewed-by: Liza Burakova <liza@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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4b69ba93
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2025-04-28T16:45:56
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WGPU: upload texture bind groups and configured samplers
GLSL samplers are split into separate sampler/texture variables
in WGSL. Before this CL, the WGSL translator generated shaders
that look like:
@group(1) @binding(@@@@@@) var ANGLE_sampler_samp2D :
sampler;
@group(1) @binding(@@@@@@) var ANGLE_texture_samp2D :
texture_2d<f32>;
@group(1) @binding(@@@@@@) var ANGLE_sampler_sampCube :
sampler;
@group(1) @binding(@@@@@@) var ANGLE_texture_sampCube :
texture_cube<f32>;
This CL replaces those with actual binding numbers
@group(1) @binding(0) var ANGLE_sampler_samp2D :
sampler;
@group(1) @binding(1) var ANGLE_texture_samp2D :
texture_2d<f32>;
...
Such that @binding(n*2) is the WGSL sampler variable corresponding
to the n-th GLSL sampler and @binding(n*2+1) is the WGSL texture
variable corresponding to the n-th GLSL sampler.
This CL then generates binding group layouts matching the above,
and uploads textures and configured samplers in bind groups.
This makes some of the deqp_gles2 tests 2d texture tests pass,
though some fail because they need a flipped y coordinate.
Not yet supported:
1. arrays of samplers
2. shadow samplers
3. cube textures
Bug: angleproject:389145696
Change-Id: I2ab18ae5ebb4d1289101266bd9451576aa04ce2a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6382272
Reviewed-by: Liza Burakova <liza@chromium.org>
Auto-Submit: Matthew Denton <mpdenton@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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a41b798e
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2024-11-21T11:07:34
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WebGPU: Ensure mDefaultBindGroup is created
mDefaultBindGroup would not be created if the program has no uniforms
because they are not dirty. Mark all stages as dirty after linking.
Bug: angleproject:376553328
Change-Id: I1663791fa1642be052948c5acb8e403fa8b844f9
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6039006
Reviewed-by: Matthew Denton <mpdenton@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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4a835cf2
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2024-11-01T13:31:00
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WebGPU: send uniforms to GPU for use in shader
Basic uniforms should now be accessible in the shader during a draw
call, rather than just via glGetUniform*().
This is unoptimized and creates a new GPU-side copy of all the uniforms,
every time any uniform changes.
This sets up the bind group layout for a pipeline and sets the bind
groups in the renderer pass. Right now these bind groups only contain
the default uniform blocks, but in the future will need to contain
textures, samplers, and non-default uniform blocks (UBOs).
Bug: angleproject:376553328
Change-Id: I50891b81ab2ee374d674213257f76319c0222120
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5980972
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Liza Burakova <liza@chromium.org>
Commit-Queue: Matthew Denton <mpdenton@chromium.org>
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7e462c22
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2024-09-17T15:32:41
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WGPU: Implement SetUniform() enough so GetUniform() works
Lays out a shadow buffer for basic uniforms per-shadertype
in std140, which is close to matching WGPU's layout. This
does not actually pass the buffer to WGPU as a uniform
buffer. GetUniform() just reads from the shadow buffer.
This is copied from the VK backend and so some code is
deduplicated.
Bug: angleproject:42267100
Change-Id: I727dc9e09a7ccabbb617f148dd68590469883b07
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5867444
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Matthew Denton <mpdenton@chromium.org>
Reviewed-by: Liza Burakova <liza@chromium.org>
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c4274d54
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2024-04-29T11:47:34
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WebGPU: Add pipeline creation and caching.
Bug: angleproject:342213825
Change-Id: I303f193d30fd6b9820efaefcae64e11042888009
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5497535
Reviewed-by: Liza Burakova <liza@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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67fc293a
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2024-04-05T13:25:12
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WebGPU: Add shader translation and program linking stubs.
Add a TranslatorWGSL which outputs the same translated shaders every
time.
Implement the compile and link tasks.
Bug: angleproject:8662
Change-Id: I62bbd6c528e1d671d0f4becc38f15f1eceb0336c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5428807
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Matthew Denton <mpdenton@chromium.org>
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f2c00e8c
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2024-01-18T18:36:33
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Adding Dawn stub backend to ANGLE
Bug: angleproject:8473
Change-Id: I81ea83986e4e566169aa82250b5cfb727985ed01
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5201413
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Liza Burakova <liza@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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