commit | a45d5b2b40d12d0f650e3f8cdd70a20c853ff5a0 | [log] [tgz] |
---|---|---|
author | Rafael Cintron <rafael.cintron@microsoft.com> | Tue Jul 01 14:12:47 2025 -0700 |
committer | Dawn LUCI CQ <dawn-scoped@luci-project-accounts.iam.gserviceaccount.com> | Tue Jul 01 14:12:47 2025 -0700 |
tree | ff7737db0d2725c2582c4e589abc801277a855c3 | |
parent | 93bb947aa2de2fdb1b2d891199be08ff4f80edb6 [diff] |
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>
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.h
version that Dawn implements.webgpu.h
.Helpful links:
Developer documentation:
User documentation: (TODO, figure out what overlaps with the webgpu.h docs)
BSD 3-Clause License, please see LICENSE.
This is not an officially supported Google product.