Instructions for running the WebGPU CTS on Android

Added some instructions on how to run the WebGPU CTS with expectations
on Android after fumbling through it myself repeatedly for the past
few weeks. Here's hoping it saves someone some future heartache!

Change-Id: I9251e76474a63a0827692efd5bb676ab7a146522
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/148720
Auto-Submit: Brandon Jones <bajones@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
Kokoro: Austin Eng <enga@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Brandon Jones <bajones@chromium.org>
1 file changed
tree: de2465b06bd11fc024c7a0ed41377cdd39e73d3b
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  12. webgpu-cts/
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  39. README.md
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.