Corentin Wallez 98a7cd11af Add a ClampFragDepth transform.
Add clamping of the @builtin(frag_depth) output of fragment shaders using
two push constantsprovided by the outside environment. For example the
following code:

  @fragment fn main() -> @builtin(frag_depth) f32 {
      return 0.0;
  }

Is transformed to:

  enable chromium_experimental_push_constant;

  struct FragDepthClampArgs {
    min : f32,
    max : f32,
  }

  var<push_constant> frag_depth_clamp_args : FragDepthClampArgs;

  fn clamp_frag_depth(v : f32) -> f32 {
    return clamp(v, frag_depth_clamp_args.min, frag_depth_clamp_args.max);
  }

  @fragment
  fn main() -> @builtin(frag_depth) f32 {
    return clamp_frag_depth(0.0);
  }

Fixed: tint:1620
Change-Id: Id403c4813fb2698aa87630abc30d26f02d53634a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/104980
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2022-10-11 09:52:25 +00:00
2022-10-03 14:05:23 +00:00
2022-10-11 09:52:25 +00:00
2022-05-30 18:00:58 +00:00
2022-10-03 02:48:52 +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
2022-08-18 18:02:00 +00:00
2022-09-01 16:47:59 +00:00
2021-12-02 21:25:58 +00:00
2022-07-20 15:53:14 +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
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