160 lines
5.6 KiB
Markdown
160 lines
5.6 KiB
Markdown
![Dawn's logo: a sun rising behind a stylized mountain inspired by the WebGPU logo. The text "Dawn" is written below it.](docs/imgs/dawn_logo.png "Dawn's logo")
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# Dawn, a WebGPU implementation
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Dawn is an open-source and cross-platform implementation of the work-in-progress [WebGPU](https://webgpu.dev) standard.
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More precisely it implements [`webgpu.h`](https://github.com/webgpu-native/webgpu-headers/blob/main/webgpu.h) that is a one-to-one mapping with the WebGPU IDL.
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Dawn is meant to be integrated as part of a larger system and is the underlying implementation of WebGPU in Chromium.
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Dawn provides several WebGPU building blocks:
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- **WebGPU C/C++ headers** that applications and other building blocks use.
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- The `webgpu.h` version that Dawn implements.
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- A C++ wrapper for the `webgpu.h`.
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- **A "native" implementation of WebGPU** using platforms' GPU APIs:
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- **D3D12** on Windows 10
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- **Metal** on macOS and iOS
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- **Vulkan** on Windows, Linux, ChromeOS, Android and Fuchsia
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- OpenGL as best effort where available
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- **A client-server implementation of WebGPU** for applications that are in a sandbox without access to native drivers
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Helpful links:
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- [Dawn's bug tracker](https://bugs.chromium.org/p/dawn/issues/entry) if you find issues with Dawn.
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- [Dawn's mailing list](https://groups.google.com/forum/#!members/dawn-graphics) for other discussions related to Dawn.
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- [Dawn's source code](https://dawn.googlesource.com/dawn)
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- [Dawn's Matrix chatroom](https://matrix.to/#/#webgpu-dawn:matrix.org) for live discussion around contributing or using Dawn.
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- [WebGPU's Matrix chatroom](https://matrix.to/#/#WebGPU:matrix.org)
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## Documentation table of content
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Developer documentation:
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- [Dawn overview](docs/dawn/overview.md)
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- [Building Dawn](docs/dawn/building.md)
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- [Contributing to Dawn](docs/dawn/contributing.md)
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- [Testing Dawn](docs/dawn/testing.md)
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- [Debugging Dawn](docs/dawn/debugging.md)
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- [Dawn's infrastructure](docs/dawn/infra.md)
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- [Dawn errors](docs/dawn/errors.md)
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User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
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## Status
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(TODO)
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## License
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Apache 2.0 Public License, please see [LICENSE](/LICENSE).
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## Disclaimer
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This is not an officially supported Google product.
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# Tint
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Tint is a compiler for the WebGPU Shader Language (WGSL).
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This is not an officially supported Google product.
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## Requirements
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* Git
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* CMake (3.10.2 or later)
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* Ninja (or other build tool)
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* Python, for fetching dependencies
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* [depot_tools] in your path
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## Build options
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* `TINT_BUILD_SPV_READER` : enable the SPIR-V input reader (off by default)
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* `TINT_BUILD_WGSL_READER` : enable the WGSL input reader (on by default)
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* `TINT_BUILD_SPV_WRITER` : enable the SPIR-V output writer (on by default)
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* `TINT_BUILD_WGSL_WRITER` : enable the WGSL output writer (on by default)
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* `TINT_BUILD_FUZZERS` : enable building fuzzzers (off by default)
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## Building
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Tint uses Chromium dependency management so you need to install [depot_tools]
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and add it to your PATH.
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[depot_tools]: http://commondatastorage.googleapis.com/chrome-infra-docs/flat/depot_tools/docs/html/depot_tools_tutorial.html#_setting_up
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### Getting source & dependencies
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```sh
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# Clone the repo as "tint"
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git clone https://dawn.googlesource.com/tint tint
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cd tint
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# Bootstrap the gclient configuration
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cp scripts/standalone.gclient .gclient
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# Fetch external dependencies and toolchains with gclient
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gclient sync
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```
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### Compiling using CMake + Ninja
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```sh
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mkdir -p out/Debug
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cd out/Debug
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cmake -GNinja ../..
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ninja # or autoninja
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```
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### Compiling using CMake + make
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```sh
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mkdir -p out/Debug
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cd out/Debug
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cmake ../..
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make # -j N for N-way parallel build
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```
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### Compiling using gn + ninja
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```sh
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mkdir -p out/Debug
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gn gen out/Debug
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autoninja -C out/Debug
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```
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### Fuzzers on MacOS
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If you are attempting fuzz, using `TINT_BUILD_FUZZERS=ON`, the version of llvm
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in the XCode SDK does not have the needed libfuzzer functionality included.
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The build error that you will see from using the XCode SDK will look something
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like this:
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```
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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
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```
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The solution to this problem is to use a full version llvm, like what you would
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get via homebrew, `brew install llvm`, and use something like `CC=<path to full
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clang> cmake ..` to setup a build using that toolchain.
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### Checking [chromium-style] issues in CMake builds
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The gn based work flow uses the Chromium toolchain for building in anticipation
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of integration of Tint into Chromium based projects. This toolchain has
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additional plugins for checking for style issues, which are marked with
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[chromium-style] in log messages. This means that this toolchain is more strict
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then the default clang toolchain.
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In the future we will have a CQ that will build this work flow and flag issues
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automatically. Until that is in place, to avoid causing breakages you can run
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the [chromium-style] checks using the CMake based work flows. This requires
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setting `CC` to the version of clang checked out by `gclient sync` and setting
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the `TINT_CHECK_CHROMIUM_STYLE` to `ON`.
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```sh
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mkdir -p out/style
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cd out/style
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cmake ../..
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CC=../../third_party/llvm-build/Release+Asserts/bin/clang cmake -DTINT_CHECK_CHROMIUM_STYLE=ON ../../ # add -GNinja for ninja builds
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```
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## Issues
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Please file any issues or feature requests at
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https://bugs.chromium.org/p/tint/issues/entry
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## Contributing
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Please see the CONTRIBUTING and CODE_OF_CONDUCT files on how to contribute to
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Tint.
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Tint has a process for supporting [experimental extensions](docs/tint/experimental_extensions.md).
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