Dawn Autoroller 980afb7cca Roll ANGLE from 568013739fe4 to 73f9cf004562 (14 revisions)
568013739f..73f9cf0045

2023-05-01 lexa.knyazev@gmail.com GL: Implement polygon mode extensions
2023-05-01 syoussefi@chromium.org Vulkan: Make eglPrepareSwapBuffersANGLE less special
2023-05-01 lexa.knyazev@gmail.com Add polygon mode extension stubs
2023-05-01 geofflang@chromium.org Metal: Embed precompiled default shaders.
2023-05-01 syoussefi@chromium.org Vulkan: Destroy the surface without holding the EGL lock
2023-05-01 romanl@google.com Android logs also go to stdout/err, line-buffered if possible
2023-05-01 romanl@google.com Re-enable angle_restricted_trace_gold_interpreted_tests
2023-05-01 romanl@google.com Capture/Replay: android_helper handles traces in/outside of apk
2023-05-01 romanl@google.com Capture/Replay: fix interpreter lib placed inside/outside APK
2023-05-01 romanl@google.com Capture/Replay: make failure to load a trace lib more clear
2023-05-01 zzyiwei@chromium.org Vulkan: use any available memory type for external
2023-05-01 yuxinhu@google.com Unconditionally enable append_aliased_memory_decorations_to_ssbo
2023-05-01 lexa.knyazev@gmail.com D3D11: Implement multisampling shader extensions
2023-05-01 angle-autoroll@skia-public.iam.gserviceaccount.com Roll SwiftShader from f0d31e0f4846 to b89ed2f23a03 (3 revisions)

If this roll has caused a breakage, revert this CL and stop the roller
using the controls here:
https://autoroll.skia.org/r/angle-dawn-autoroll
Please CC alanbaker@google.com,angle-team+autoroll@google.com on the revert to ensure that a human
is aware of the problem.

To file a bug in ANGLE: https://bugs.chromium.org/p/angleproject/issues/entry
To file a bug in Dawn: https://bugs.chromium.org/p/dawn/issues/entry

To report a problem with the AutoRoller itself, please file a bug:
https://bugs.chromium.org/p/skia/issues/entry?template=Autoroller+Bug

Documentation for the AutoRoller is here:
https://skia.googlesource.com/buildbot/+doc/main/autoroll/README.md

Bug: None
Tbr: alanbaker@google.com
Change-Id: I6225312835c0d85cf99818950a942379ec4a4132
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/130880
Bot-Commit: Dawn Autoroller <dawn-autoroll@skia-public.iam.gserviceaccount.com>
Commit-Queue: Dawn Autoroller <dawn-autoroll@skia-public.iam.gserviceaccount.com>
2023-05-02 00:25:24 +00:00
2023-02-05 10:52:57 +00:00
2023-04-20 17:58:59 +00:00
2023-04-28 09:25:44 +00:00
2022-05-30 18:00:58 +00:00
2022-06-18 16:16:11 +00:00
2020-03-02 15:47:43 -05:00
2022-04-10 22:14:00 +00:00
2023-04-28 09:25:44 +00:00
2023-04-28 09:25:44 +00:00
2021-12-02 21:25:58 +00:00

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, Metal, Vulkan and OpenGL. See per API support for more details.
  • A client-server implementation of WebGPU for applications that are in a sandbox without access to native drivers
  • Tint is a compiler for the WebGPU Shader Language (WGSL) that can be used in standalone to convert shaders from and to WGSL.

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.

Description
CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
Readme Multiple Licenses 145 MiB
Languages
C++ 59.9%
HLSL 18.2%
GLSL 17.3%
Go 2.1%
Objective-C++ 0.8%
Other 1.6%