[native][d3d12] Move LinAlg support queries to GatherDeviceInfo

And store the results on D3D12DeviceInfo so that we only do this once on
PhysicalDevice creation, rather than on every
EnumerateSubgroupMatrixConfigs call.

In PhysicalDevice::EnumerateSubgroupMatrixConfigs, we now simply iterate
over these results, filtering and populating the SubgroupMatrixConfigs.
This mimics what we do in the Vulkan backend.

Also make sure d3d12.h is included first, before other d3d12 headers
that may include it, so that the one from the Agility SDK include
directory is used. In this case, d3d11on12.h contains '#include
"d3d12.h"' with double-quotes, so it includes the one next to it in the
Windows SDK directory, since d3d11on12.h is not in the Agility SDK
includes. By swapping the order, the correct d3d12.h from Agility gets
included, then d3d11on12.h's include uses that one.

Bug: 525818824
Change-Id: Ifa2dd4043f4831d7934d58d251dc0d4deea83a80
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/320275
Reviewed-by: James Price <jrprice@google.com>
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
4 files changed
tree: ae15d8ea640b84cc5ac0fcc1cb8090ef828d14d9
  1. .github/
  2. .vscode/
  3. agents/
  4. build_overrides/
  5. docs/
  6. generator/
  7. include/
  8. infra/
  9. scripts/
  10. src/
  11. test/
  12. third_party/
  13. tools/
  14. webgpu-cts/
  15. .bazelrc
  16. .bazelversion
  17. .clang-format
  18. .clang-format-ignore
  19. .clang-tidy
  20. .git-blame-ignore-revs
  21. .gitattributes
  22. .gitignore
  23. .gitmodules
  24. .gn
  25. .style.yapf
  26. .vpython3
  27. AUTHORS
  28. BUILD.bazel
  29. BUILD.gn
  30. CMakeLists.txt
  31. CMakeSettings.json
  32. CODE_OF_CONDUCT.md
  33. codereview.settings
  34. CONTRIBUTING.md
  35. CPPLINT.cfg
  36. DEPS
  37. DIR_METADATA
  38. go.mod
  39. go.sum
  40. go_presubmit_support.py
  41. LICENSE
  42. MODULE.bazel
  43. MODULE.bazel.lock
  44. OWNERS
  45. PRESUBMIT.py
  46. PRESUBMIT_test.py
  47. README.chromium
  48. README.md
  49. unsafe_buffers_paths.txt
  50. WATCHLISTS
  51. WORKSPACE.bazel
README.md

Build Status Matrix Space

Dawn, a WebGPU implementation

Dawn is an open-source and cross-platform implementation of the 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)

License

BSD 3-Clause License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.