eeb3965353..01c0bc215f
2022-04-13 jonahr@google.com Revert "Vulkan: Support Wayland"
2022-04-13 syoussefi@chromium.org Vulkan: Enum class instead of bool didRespecify
2022-04-13 angle-autoroll@skia-public.iam.gserviceaccount.com Roll vulkan-deps from 345e2a278e69 to c9be322642fb (74 revisions)
2022-04-13 angle-autoroll@skia-public.iam.gserviceaccount.com Roll SwiftShader from 620982155d55 to 011bba68c819 (4 revisions)
2022-04-13 angle-autoroll@skia-public.iam.gserviceaccount.com Roll Chromium from f961a0d4732b to 61150a1970a3 (431 revisions)
2022-04-13 gman@chromium.org Metal:Speed up BGRA8 to RGBA8 copy for readPixels
2022-04-13 syoussefi@chromium.org Remove feature override platform methods
2022-04-13 syoussefi@chromium.org Vulkan: Fix resolve with subpass into smaller framebuffer
2022-04-12 yuxinhu@google.com Fix Geometry Shader Conformance Test Failure on Pixel6
2022-04-12 penghuang@chromium.org Use the real max vertex attrib index instead of MAX_VERTEX_ATTRIBS
2022-04-12 sunnyps@chromium.org vulkan: Mark external memory textures as preinitialized
2022-04-12 ynovikov@chromium.org Suppress multisample_interpolation dEQP failures on Pixel 6 Vulkan
2022-04-12 senorblanco@chromium.org D3D: Remove a pass-through function.
2022-04-12 cclao@google.com Vulkan: Change ContextVk to Context for BufferPool APIs
2022-04-12 antonio.caggiano@collabora.com Vulkan: Support Wayland
2022-04-12 ynovikov@chromium.org Roll chromium_revision f89964bd5b..f961a0d473 (990903:991486)
2022-04-12 steven@valvesoftware.com egl_angle_ext: add more missing extension enum values
2022-04-12 ynovikov@chromium.org Update ANGLE's docs regarding Windows 10 SDK version to use
2022-04-12 steven@valvesoftware.com gl_angle_ext.xml: treat glProvokingVertexANGLE as alias
2022-04-12 angle-autoroll@skia-public.iam.gserviceaccount.com Roll SwiftShader from d15c42482560 to 620982155d55 (2 revisions)
2022-04-12 syoussefi@chromium.org Reland "Vulkan: Fix texture-after-framebuffer sync issues"
2022-04-12 syoussefi@chromium.org Autogenerate list of features as enum
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 bajones@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: bajones@google.com
Change-Id: I3bff6ad2ba45d9e6b1978bdee51e6835a98b0998
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/86723
Bot-Commit: Dawn Autoroller <dawn-autoroll@skia-public.iam.gserviceaccount.com>
Commit-Queue: Dawn Autoroller <dawn-autoroll@skia-public.iam.gserviceaccount.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
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
- Dawn's Matrix chatroom for live discussion around contributing or using Dawn.
- WebGPU's Matrix chatroom
Documentation table of content
Developer documentation:
- Dawn overview
- Building Dawn
- Contributing to Dawn
- Testing Dawn
- Debugging Dawn
- Dawn's infrastructure
- Dawn errors
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.
Tint
Tint is a compiler for the WebGPU Shader Language (WGSL).
This is not an officially supported Google product.
Requirements
- Git
- CMake (3.10.2 or later)
- Ninja (or other build tool)
- Python, for fetching dependencies
- depot_tools in your path
Build options
TINT_BUILD_SPV_READER
: enable the SPIR-V input reader (off by default)TINT_BUILD_WGSL_READER
: enable the WGSL input reader (on by default)TINT_BUILD_SPV_WRITER
: enable the SPIR-V output writer (on by default)TINT_BUILD_WGSL_WRITER
: enable the WGSL output writer (on by default)TINT_BUILD_FUZZERS
: enable building fuzzzers (off by default)
Building
Tint uses Chromium dependency management so you need to install depot_tools and add it to your PATH.
Getting source & dependencies
# Clone the repo as "tint"
git clone https://dawn.googlesource.com/tint tint
cd tint
# Bootstrap the gclient configuration
cp scripts/standalone.gclient .gclient
# Fetch external dependencies and toolchains with gclient
gclient sync
Compiling using CMake + Ninja
mkdir -p out/Debug
cd out/Debug
cmake -GNinja ../..
ninja # or autoninja
Compiling using CMake + make
mkdir -p out/Debug
cd out/Debug
cmake ../..
make # -j N for N-way parallel build
Compiling using gn + ninja
mkdir -p out/Debug
gn gen out/Debug
autoninja -C out/Debug
Fuzzers on MacOS
If you are attempting fuzz, using TINT_BUILD_FUZZERS=ON
, the version of llvm
in the XCode SDK does not have the needed libfuzzer functionality included.
The build error that you will see from using the XCode SDK will look something like this:
ld: file not found:/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/11.0.0/lib/darwin/libclang_rt.fuzzer_osx.a
The solution to this problem is to use a full version llvm, like what you would
get via homebrew, brew install llvm
, and use something like CC=<path to full clang> cmake ..
to setup a build using that toolchain.
Checking [chromium-style] issues in CMake builds
The gn based work flow uses the Chromium toolchain for building in anticipation of integration of Tint into Chromium based projects. This toolchain has additional plugins for checking for style issues, which are marked with [chromium-style] in log messages. This means that this toolchain is more strict then the default clang toolchain.
In the future we will have a CQ that will build this work flow and flag issues
automatically. Until that is in place, to avoid causing breakages you can run
the [chromium-style] checks using the CMake based work flows. This requires
setting CC
to the version of clang checked out by gclient sync
and setting
the TINT_CHECK_CHROMIUM_STYLE
to ON
.
mkdir -p out/style
cd out/style
cmake ../..
CC=../../third_party/llvm-build/Release+Asserts/bin/clang cmake -DTINT_CHECK_CHROMIUM_STYLE=ON ../../ # add -GNinja for ninja builds
Issues
Please file any issues or feature requests at https://bugs.chromium.org/p/tint/issues/entry
Contributing
Please see the CONTRIBUTING and CODE_OF_CONDUCT files on how to contribute to Tint.
Tint has a process for supporting experimental extensions.