Do simplifications assuming macOS 10.11 is the min version supported.
Bug: dawn:1397 Change-Id: I42a588b2a30e12eb7b6889a8954311b632547c58 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/90243 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
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Name: Dawn
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![Dawn's logo: a sun rising behind a stylized mountain inspired by the WebGPU logo. The text "Dawn" is written below it.](docs/imgs/dawn_logo.png "Dawn's logo")
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# Dawn, a WebGPU implementation
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Dawn is an open-source and cross-platform implementation of the work-in-progress [WebGPU](https://webgpu.dev) standard.
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More precisely it implements [`webgpu.h`](https://github.com/webgpu-native/webgpu-headers/blob/main/webgpu.h) that is a one-to-one mapping with the WebGPU IDL.
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Dawn is meant to be integrated as part of a larger system and is the underlying implementation of WebGPU in Chromium.
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Dawn provides several WebGPU building blocks:
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- **WebGPU C/C++ headers** that applications and other building blocks use.
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- The `webgpu.h` version that Dawn implements.
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- A C++ wrapper for the `webgpu.h`.
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- **A "native" implementation of WebGPU** using platforms' GPU APIs: D3D12, Metal, Vulkan and OpenGL. See [per API support](docs/support.md) for more details.
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- **A client-server implementation of WebGPU** for applications that are in a sandbox without access to native drivers
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- **Tint** is a compiler for the WebGPU Shader Language (WGSL) that can be used in standalone to convert shaders from and to WGSL.
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Helpful links:
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- [Dawn bug tracker](https://bugs.chromium.org/p/dawn/issues/entry) if you find issues with Dawn.
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- [Tint bug tracker](https://bugs.chromium.org/p/tint/issues/entry) if you find issues with Tint.
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- [Dawn's mailing list](https://groups.google.com/forum/#!members/dawn-graphics) for other discussions related to Dawn.
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- [Dawn's source code](https://dawn.googlesource.com/dawn)
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- [Dawn's Matrix chatroom](https://matrix.to/#/#webgpu-dawn:matrix.org) for live discussion around contributing or using Dawn.
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- [WebGPU's Matrix chatroom](https://matrix.to/#/#WebGPU:matrix.org)
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- [Tint mirror](https://dawn.googlesource.com/tint) for standalone usage.
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## Documentation table of content
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Developer documentation:
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- [Dawn overview](docs/dawn/overview.md)
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- [Building](docs/building.md)
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- [Contributing](CONTRIBUTING.md)
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- [Code of Conduct](CODE_OF_CONDUCT.md)
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- [Testing Dawn](docs/dawn/testing.md)
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- [Debugging Dawn](docs/dawn/debugging.md)
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- [Dawn's infrastructure](docs/dawn/infra.md)
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- [Dawn errors](docs/dawn/errors.md)
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- [Tint experimental extensions](docs/tint/experimental_extensions.md)
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User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
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## Status
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(TODO)
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## License
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Apache 2.0 Public License, please see [LICENSE](/LICENSE).
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## Disclaimer
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This is not an officially supported Google product.
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Short Name: dawn
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URL: https://dawn.googlesource.com/dawn
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License: Apache 2.0
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# Platform and API support for Dawn/Tint
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## Khronos's Vulkan
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Vulkan is supported with minimal features, limits and extensions being required (what's required has been measured to be wildly available).
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Vulkan is the preferred target API on platforms that don't have other "modern" GPU APIs.
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Vulkan is supported as best effort on other platforms (e.g. Windows and macOS).
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**Required version**: Vulkan 1.0 is supported with some required extensions (`VK_KHR_maintenance1`), or Vulkan 1.1 and above without extensions.
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**Required features**: `depthBiasClamp`, `fragmentStoresAndAtomics`, `fullDrawIndexUint32`, `imageCubeArray`, `independentBlend`, `sampleRateShading`, and either `textureCompressionBC` or both of `textureCompressionETC` and `textureCompressionASTC_LDR`.
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**Required limites**: they are too detailed to describe here, but in general should be wildly supported.
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See the [WebGPU limits](https://gpuweb.github.io/gpuweb/#limits) that mostly correspond to Vulkan limits.
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**Operating system support**:
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- Linux: Supported.
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- ChromeOS: Supported.
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- Android: Work in progress.
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- Fuchsia: Work in progress.
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## Microsoft's D3D12
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D3D12 is supported with feature level 11.1, or feature level 11.0 with Resource Binding Tier 2.
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This is the vast majority of D3D12 devices.
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Supported shader models are 5.1 and above. It is the preferred target API when available.
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**Windows flavor support**:
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- Win32: Supported.
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- UWP: Supported, best effort.
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- Xbox: Not supported, contributions welcome.
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## Apple's Metal
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Metal is supported and is the preferred target API when available.
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**Apple OS support:**
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- macOS: supported.
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- iOS: supported, best effort.
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- tvOS/ipadOS/...: Not supported, contributions welcome.
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## Khronos's OpenGL family
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Support for OpenGL is in progress with the aim to make OpenGL ES 3.1 (with extensions and limits) supported through EGL.
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Other flavors of OpenGL (desktop OpenGL) or binding APIs (GLX, WGL, EAGL, CGL) are supported as best effort with contributions welcome.
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## Microsoft's D3D12
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Dawn doesn't have a D3D11 backend at the moment, but D3D11 support can be achieved with the OpenGL ES backend through ANGLE's OpenGL ES to D3D11 translation.
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There might be a D3D11 backend in the future.
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@ -158,22 +158,14 @@ MaybeError GetDevicePCIInfo(id<MTLDevice> device, PCIIDs* ids) {
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return GetVendorIdFromVendors(device, ids);
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}
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bool IsMetalSupported() {
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// Metal was first introduced in macOS 10.11
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// WebGPU is targeted at macOS 10.12+
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// TODO(dawn:1181): Dawn native should allow non-conformant WebGPU on macOS 10.11
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return IsMacOSVersionAtLeast(10, 12);
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}
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#elif DAWN_PLATFORM_IS(IOS)
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MaybeError GetDevicePCIInfo(id<MTLDevice> device, PCIIDs* ids) {
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DAWN_UNUSED(device);
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*ids = PCIIDs{0, 0};
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return {};
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}
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bool IsMetalSupported() {
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return true;
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}
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#else
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#error "Unsupported Apple platform."
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#endif
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return MTLGPUFamily::Mac2;
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}
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}
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if (@available(macOS 10.11, *)) {
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if ([*mDevice supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily1_v1]) {
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return MTLGPUFamily::Mac1;
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}
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if ([*mDevice supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily1_v1]) {
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return MTLGPUFamily::Mac1;
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}
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#elif TARGET_OS_IOS
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if (@available(iOS 10.11, *)) {
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ASSERT(optionsBase->backendType == WGPUBackendType_Metal);
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std::vector<Ref<AdapterBase>> adapters;
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BOOL supportedVersion = NO;
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#if DAWN_PLATFORM_IS(MACOS)
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if (@available(macOS 10.11, *)) {
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supportedVersion = YES;
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NSRef<NSArray<id<MTLDevice>>> devices = AcquireNSRef(MTLCopyAllDevices());
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NSRef<NSArray<id<MTLDevice>>> devices = AcquireNSRef(MTLCopyAllDevices());
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for (id<MTLDevice> device in devices.Get()) {
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Ref<Adapter> adapter = AcquireRef(new Adapter(GetInstance(), device));
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if (!GetInstance()->ConsumedError(adapter->Initialize())) {
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adapters.push_back(std::move(adapter));
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}
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}
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}
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#endif
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#if DAWN_PLATFORM_IS(IOS)
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if (@available(iOS 8.0, *)) {
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supportedVersion = YES;
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// iOS only has a single device so MTLCopyAllDevices doesn't exist there.
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Ref<Adapter> adapter =
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AcquireRef(new Adapter(GetInstance(), MTLCreateSystemDefaultDevice()));
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for (id<MTLDevice> device in devices.Get()) {
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Ref<Adapter> adapter = AcquireRef(new Adapter(GetInstance(), device));
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if (!GetInstance()->ConsumedError(adapter->Initialize())) {
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adapters.push_back(std::move(adapter));
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}
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}
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#endif
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if (!supportedVersion) {
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UNREACHABLE();
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// iOS only has a single device so MTLCopyAllDevices doesn't exist there.
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#if defined(DAWN_PLATFORM_IOS)
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Ref<Adapter> adapter =
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AcquireRef(new Adapter(GetInstance(), MTLCreateSystemDefaultDevice()));
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if (!GetInstance()->ConsumedError(adapter->Initialize())) {
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adapters.push_back(std::move(adapter));
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}
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#endif
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return adapters;
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}
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BackendConnection* Connect(InstanceBase* instance) {
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if (!IsMetalSupported()) {
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return nullptr;
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}
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return new Backend(instance);
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}
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namespace utils {
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std::unique_ptr<wgpu::ChainedStruct> SetupWindowAndGetSurfaceDescriptorCocoa(GLFWwindow* window) {
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if (@available(macOS 10.11, *)) {
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NSWindow* nsWindow = glfwGetCocoaWindow(window);
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NSView* view = [nsWindow contentView];
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NSWindow* nsWindow = glfwGetCocoaWindow(window);
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NSView* view = [nsWindow contentView];
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// Create a CAMetalLayer that covers the whole window that will be passed to
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// CreateSurface.
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[view setWantsLayer:YES];
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[view setLayer:[CAMetalLayer layer]];
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// Create a CAMetalLayer that covers the whole window that will be passed to
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// CreateSurface.
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[view setWantsLayer:YES];
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[view setLayer:[CAMetalLayer layer]];
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// Use retina if the window was created with retina support.
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[[view layer] setContentsScale:[nsWindow backingScaleFactor]];
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// Use retina if the window was created with retina support.
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[[view layer] setContentsScale:[nsWindow backingScaleFactor]];
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std::unique_ptr<wgpu::SurfaceDescriptorFromMetalLayer> desc =
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std::make_unique<wgpu::SurfaceDescriptorFromMetalLayer>();
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desc->layer = [view layer];
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return std::move(desc);
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}
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return nullptr;
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std::unique_ptr<wgpu::SurfaceDescriptorFromMetalLayer> desc =
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std::make_unique<wgpu::SurfaceDescriptorFromMetalLayer>();
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desc->layer = [view layer];
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return std::move(desc);
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}
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} // namespace utils
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