Add a default for GPURenderPassColorAttachmentDescriptor.storeOp - #376
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Re-upload of the remaining change in #268. Uploading this since the old change was stale - I'm not necessarily for (or against) this change. Right now, I actually don't have much of an opinion on it. |
kvark
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kdashg
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2019-08-26 meeting: uncontroversial [except for @jdashg's comment] but no one seems to particularly care very much. Merge? |
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Meeting minutes seem to say this should be merged: |
aarongable
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Following WebGPU spec change at gpuweb/gpuweb#376, GPURenderPassColorAttachmentDescriptor.storeOp default should be "store". Bug: 877147 Change-Id: I7dd5db4e3cfcb0ddc4dd132342d8bf145bb8f28e Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/1715186 Reviewed-by: François Beaufort <beaufort.francois@gmail.com> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: François Beaufort <beaufort.francois@gmail.com> Cr-Commit-Position: refs/heads/master@{#691530}
JusSn
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* Add a component type for GPUBGLBinding compatiblity (#384) In shaders there are several texture types for each dimensionality depending on their component type. It can be either float, uint or sint, with maybe in the future depth/stencil if WebGPU allows reading such textures. The component type of a GPUTextureView's format must match the component type of its binding in the shader module. This is for several reasons: - Vulkan requires the following: "The Sampled Type of an OpTypeImage declaration must match the numeric format of the corresponding resource in type and signedness, as shown in the SPIR-V Sampled Type column of the Interpretation of Numeric Format table, or the values obtained by reading or sampling from this image are undefined." - It is also required in OpenGL for the texture units to be complete, a uint or sint texture unit used with a non-nearest sampler is incomplete and returns black texels. Similar constraints must exist in other APIs. To encode this compatibility constraint, a new member is added to GPUBindGroupLayoutBinding that is a new enum GPUTextureComponentType that give the component type of the texture. * Make GPUBGLBinding.textureDimension default to 2d. This is the most common case and avoids having an optional dictionary member with no default value (but that still requires a value for texture bindings). * Add a component type for GPUBGLBinding compatiblity (#384) In shaders there are several texture types for each dimensionality depending on their component type. It can be either float, uint or sint, with maybe in the future depth/stencil if WebGPU allows reading such textures. The component type of a GPUTextureView's format must match the component type of its binding in the shader module. This is for several reasons: - Vulkan requires the following: "The Sampled Type of an OpTypeImage declaration must match the numeric format of the corresponding resource in type and signedness, as shown in the SPIR-V Sampled Type column of the Interpretation of Numeric Format table, or the values obtained by reading or sampling from this image are undefined." - It is also required in OpenGL for the texture units to be complete, a uint or sint texture unit used with a non-nearest sampler is incomplete and returns black texels. Similar constraints must exist in other APIs. To encode this compatibility constraint, a new member is added to GPUBindGroupLayoutBinding that is a new enum GPUTextureComponentType that give the component type of the texture. * Make GPUBGLBinding.textureDimension default to 2d. This is the most common case and avoids having an optional dictionary member with no default value (but that still requires a value for texture bindings). * unifinished createBindGroupLayout algorithm * draft of BindGroupLayout details * draft of BindGroupLayout details * polish before PR * fix typo * replace u32/i32/u64 with normal int types or specific typedefs (#423) * Do not require vertexInput in GPURenderPipelineDescriptor (#378) * Add a default for GPURenderPassColorAttachmentDescriptor.storeOp (#376) Supersedes #268. * Initial spec for GPUDevice.createBuffer (#419) * Start writing spec for device/adapter, introduce internal objects (#422) * Move validation rules out of algorithm body and better describe GPUBindGroupLayout internal slots * Include limits for dynamic offset buffers * Rename 'dynamic' boolean to 'hasDynamicOffsets' * Fix indentation for ci bot * More indentation errors * Fix var typos * Fix method definition * Fix enum references * Missing </dfn> tag * Missing </dfn> tag * Remove bad [= =] * Fix old constant name * Half-formed new validation rule structure for createBindGroupLayout * An interface -> the interface * Remove old 'layout binding' reference * fix device lost validation reference * Fix 'dynamic' typo
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Originally authored by @litherum. Supersedes #268.
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