|author||Corentin Wallez <email@example.com>||Mon Jun 01 13:58:22 2020 +0000|
|committer||Commit Bot service account <firstname.lastname@example.org>||Mon Jun 01 13:58:22 2020 +0000|
d3d12_platform: ensure windows.h macros don't cause compile errors The windows.h macros were undefined only at the end of this platform header previously but with the addition of d3d12sdklayers.h the definition of ID3D12DebugQueue::GetMessage picked up the macro and became GetMessageA or GetMessageW, but Dawn code referred to it as GetMessage causing a compilation error. Fix this by preemptively loading windows.h and undefing some of the macros so that the D3D12 headers don't see them. Bug: Change-Id: I1985cc20a9bdec1d25619ac5088e918b2acf8ecb Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/22400 Reviewed-by: Corentin Wallez <email@example.com> Commit-Queue: Corentin Wallez <firstname.lastname@example.org>
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.hversion that Dawn implements.
User documentation: (TODO, figure out what overlaps with webgpu.h docs)
Apache 2.0 Public License, please see LICENSE.
This is not an officially supported Google product.