CMake-only fork of https://dawn.googlesource.com/dawn with cleaned, vendored dependencies
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Austin Eng ab6a9b9906 Skip dawn_end2end_tests on d3d11 NVIDIA
Suspect causing undefined behavior seen in crbug.com/1448982

The D3D11 backend is producing validation layers errors, so
that could be the root cause.

Bug: chromium:1448982, dawn:1847
Change-Id: I3fa943f6f9fb48f6cf05da0e571041e6d0c48bed
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/134542
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Austin Eng <enga@chromium.org>
Auto-Submit: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
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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, 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.