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@Kangz Kangz commented Aug 2, 2019

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.


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@kvark kvark left a comment

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It's hard to come up with a case where this would be a limiting factor. And it's useful for our validation to be done early (at the right time of the pipeline creation).

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grorg commented Aug 19, 2019

Discussed at 2019-08-19 teleconference.

required u32 binding;
required GPUShaderStageFlags visibility;
required GPUBindingType type;
GPUTextureViewDimension textureDimension;
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side note: should this be required or default to 2d?

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It should probably default to 2d. I'll open another PR for it.

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This needs a default or to be required. (default to "float" would be best, I think)

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.
@Kangz Kangz force-pushed the sadness-in-the-bgl branch from a45cd18 to 6a7b7f6 Compare August 20, 2019 07:15
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Kangz commented Aug 20, 2019

Added the default to "float" as discussed in the meeting. Merging now.

@Kangz Kangz merged commit 1858d1b into gpuweb:master Aug 20, 2019
@Kangz Kangz deleted the sadness-in-the-bgl branch August 20, 2019 07:19
JusSn pushed a commit to JusSn/gpuweb that referenced this pull request Aug 21, 2019
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.
JusSn pushed a commit to JusSn/gpuweb that referenced this pull request Aug 26, 2019
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.
JusSn pushed a commit to JusSn/gpuweb that referenced this pull request Aug 26, 2019
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.
JusSn pushed a commit to JusSn/gpuweb that referenced this pull request Sep 6, 2019
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.
JusSn pushed a commit to JusSn/gpuweb that referenced this pull request Sep 19, 2019
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.
JusSn added a commit that referenced this pull request Sep 19, 2019
* 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
JusSn added a commit that referenced this pull request Oct 28, 2019
* 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 an initialization example and fix uniform buffer limit

* Accept Kai's suggestion For GPU interface

Co-Authored-By: Kai Ninomiya <[email protected]>

* Accept Kai's suggestion describing GPUDevice creation example

Co-Authored-By: Kai Ninomiya <[email protected]>
JusSn added a commit that referenced this pull request Nov 4, 2019
* 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 initial limits explainer

* Update design/Limits.md

Co-Authored-By: Kai Ninomiya <[email protected]>

* Replace Vulkan links with link to chunked version
ben-clayton pushed a commit to ben-clayton/gpuweb that referenced this pull request Sep 6, 2022
…eb#384)

* Memory sync test for buffer: write after write in the same pass

* Address feedback from Kai

* Address feedback from Corentin

* Update src/webgpu/api/operation/memory_sync/buffer/ww.spec.ts
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5 participants