CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
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Austin Eng 652293f14c Support multiple Vulkan instances in the Vulkan backend
This will allow the Vulkan backend connection to be initialized, and
then selectively discover adapters on just one of the instances.
This is needed so that discovery of the fallback WebGPU adapter can
avoid initializing any adapters other than SwiftShader.

Bug: chromium:1266550
Change-Id: Ia8b31c0239da89a41aa89f1c09a66e9e56e10d95
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/69980
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Austin Eng <enga@chromium.org>
2021-12-06 19:31:12 +00:00
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README.md

Dawn's logo: a sun rising behind a stylized mountain inspired by the WebGPU logo. The text "Dawn" is written below it.

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.
  • 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:

Documentation table of content

Developer documentation:

User documentation: (TODO, figure out what overlaps with the webgpu.h docs)

Status

(TODO)

License

Apache 2.0 Public License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.