Reland "Reland "Improve DX compiler library loading""

This is a reland of commit e579b628e5d5276086b6a2eaefa1718586bc7e18

Add dawn_force_system_component_load for projects (like Skia) which
require that Dawn load all compiler DLL from System32. Best security
is to leave the default value which (now) loads compiler DLLs from the
same directory as Dawn code.

On Chromium builds (such as x86) which do not build DXC, place the
DLLs from the SDK into the build folder to appease infra tools that
copy the DLLs unconditionally.

Improve DAWN_USE_BUILT_DXC to use the #define to skip loading the DLLs
altogether.

Original change's description:
> Reland "Improve DX compiler library loading"
>
> This is a reland of commit e4d4669d79501b1acdd2bf017ba491b611d741da
>
> Remove build_with_chromium statements in test GN files that copy
> DLLs. Rely on copies instructions which already exist with the D3D12
> files.
>
> To appease Skia builds which do not depend on the Windows SDK,
> fallback to system FXC if the local directory version is not found.
>
> Original change's description:
> > Improve DX compiler library loading
> >
> > Previously, DX compiler DLLs were loaded using LoadLibrary with no path.
> > D3D12 compiler DLLs were further sourced from the local user's SDK
> > directory as a fallback.
> >
> > For better security, load DX compiler DLLs using full paths, with
> > SEARCH_DLL_LOAD_DIR | SEARCH_DEFAULT_DIRS for better security. Scenarios
> > such as Skia and x86 builds where we need dawn_use_built_dxc will
> > fallback to FXC. No fallbacks to local user SDK directories.
> >
> > Bug:356665092
> > Change-Id: Ib4148f9b89da694e3868b4f3c3c329a4b06ce922
> > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/229754
> > Reviewed-by: Corentin Wallez <cwallez@chromium.org>
> > Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
> > Reviewed-by: Antonio Maiorano <amaiorano@google.com>
>
> Bug: 356665092
> Change-Id: Ic05d20c47c5db3021f9e38b724bf527bfba52a5e
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/233216
> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
> Reviewed-by: Antonio Maiorano <amaiorano@google.com>
> Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>

Bug: 356665092
Change-Id: I83db06312db28123f9d5aee29617a8746768bb3d
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/234919
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
15 files changed
tree: ff7737db0d2725c2582c4e589abc801277a855c3
  1. .github/
  2. .vscode/
  3. build_overrides/
  4. docs/
  5. generator/
  6. include/
  7. infra/
  8. scripts/
  9. src/
  10. test/
  11. third_party/
  12. tools/
  13. webgpu-cts/
  14. .bazelrc
  15. .clang-format
  16. .clang-format-ignore
  17. .clang-tidy
  18. .git-blame-ignore-revs
  19. .gitattributes
  20. .gitignore
  21. .gitmodules
  22. .gn
  23. .style.yapf
  24. .vpython3
  25. AUTHORS
  26. BUILD.bazel
  27. BUILD.gn
  28. CMakeLists.txt
  29. CMakeSettings.json
  30. CODE_OF_CONDUCT.md
  31. codereview.settings
  32. CONTRIBUTING.md
  33. CPPLINT.cfg
  34. DEPS
  35. DIR_METADATA
  36. go.mod
  37. go.sum
  38. go_presubmit_support.py
  39. LICENSE
  40. OWNERS
  41. PRESUBMIT.py
  42. README.chromium
  43. README.md
  44. WATCHLISTS
  45. 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.