CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
5cef1162b9
Reland after a refactor of how the extension handling work in the Vulkan backend. The original author is David Turner <david.turner.dev@gmail.com>. Certain Vulkan ICDs (Intel ones notably) will compile SPIR-V shaders with an liberal, compiler-selected, subgroup size (i.e. either 8, 16 or 32). For more context, see [1]. This can be a problem for compute, when one shader stores data in device memory using a subgroup-size dependent layout, to be consumed by a another shader. Problems arise when the compiler decides to compile both shaders with different subgroup sizes. To work-around this, the VK_EXT_subgroup_size_control device extension was introduced recently: it allows the device to report the min/max subgroup sizes it provides, and allows the Vulkan program to control the subgroup size precisely if it wants to. This patch adds support to the Vulkan backend to report and enable the extension if it is available. Note that: - This changes the definition of VulkanDeviceKnobs to make room for the required pNext-linked chains of extensions. - A helper class, PNextChainBuilder is also provided in UtilsVulkan.h to make it easy to build pNext-linked extension struct chains at runtime, as required when probing device propertires/features, or when creating a new VkDevice handle. - This modifies VulkanDeviceInfo::GatherDeviceInfo() to use PNextChainBuilder to query extension features and properties in a single call to vkGetPhysicalDevice{Properties,Features}2. Apart from that, there is no change in behaviour in this CL. I.e. a later CL might force a specific subgroup size for consistency, or introduce a new API to let Dawn clients select a fixed subgroup size. [1] https://bugs.freedesktop.org/show_bug.cgi?id=108875 Bug: dawn:464 Change-Id: I01e5c28e7dac66f0a57bf35532eb192912b254fa Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23201 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> |
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build_overrides | ||
docs | ||
examples | ||
generator | ||
infra/config | ||
scripts | ||
src | ||
third_party | ||
tools/memory/asan | ||
.clang-format | ||
.gitattributes | ||
.gitignore | ||
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AUTHORS | ||
BUILD.gn | ||
CMakeLists.txt | ||
CONTRIBUTING.md | ||
DEPS | ||
LICENSE | ||
OWNERS | ||
PRESUBMIT.py | ||
README.chromium | ||
README.md | ||
codereview.settings | ||
dawn.json | ||
dawn_wire.json |
README.md
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
.
- The
- A "native" implementation of WebGPU using platforms' GPU APIs:
- D3D12 on Windows 10
- Metal on macOS and iOS
- Vulkan on Windows, Linux, ChromeOS, Android and Fuchsia
- OpenGL as best effort where available
- A client-server implementation of WebGPU for applications that are in a sandbox without access to native drivers
Helpful links:
- Dawn's bug tracker if you find issues with Dawn.
- Dawn's mailing list for other discussions related to Dawn.
- Dawn's source code
- Dawm's Matrix chatroom for live discussion around contributing or using Dawn.
- WebGPU's Matrix chatroom
Documentation table of content
Developer documentation:
User documentation: (TODO, figure out what overlaps with webgpu.h docs)
Status
(TODO)
License
Apache 2.0 Public License, please see LICENSE.
Disclaimer
This is not an officially supported Google product.