[tint] Implement quadBroadcast

Implement WGSL builtin quadBroadcast in the SPIR-V IR backend, MSL
AST and IR backends and HLSL AST and IR backends. Subgroup builtins
are not yet implemented for the GLSL backend.

Constness of the ID arg is validated in the resolver, and a polyfill is
implemented in the SPIR-V backend to bitcast signed integer IDs to
unsigned.

Validation against negative ID args has been added for both
subgroupBroadcast and quadBroadcast.

Bug: 354738715
Change-Id: Iadb9726113bb964d51bbf4788f5deae4ae85b6d5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/202374
Reviewed-by: dan sinclair <dsinclair@google.com>
Commit-Queue: Natalie Chouinard <chouinard@google.com>
606 files changed
tree: b6d0c6ec32790e14c3b2750ae6cb64a16d3b10b9
  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-tidy
  17. .gitattributes
  18. .gitignore
  19. .gitmodules
  20. .gn
  21. AUTHORS
  22. BUILD.bazel
  23. BUILD.gn
  24. CMakeLists.txt
  25. CMakeSettings.json
  26. CODE_OF_CONDUCT.md
  27. codereview.settings
  28. CONTRIBUTING.md
  29. CPPLINT.cfg
  30. DEPS
  31. DIR_METADATA
  32. go.mod
  33. go.sum
  34. go_presubmit_support.py
  35. LICENSE
  36. OWNERS
  37. PRESUBMIT.py
  38. README.chromium
  39. README.md
  40. 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.