Roll DirectX Shader Compiler from 5f8d05f9b760 to 6dee5ce027b0 (10 revisions)

https://chromium.googlesource.com/external/github.com/microsoft/DirectXShaderCompiler.git/+log/5f8d05f9b760..6dee5ce027b0

2026-04-16 ascoleman@microsoft.com [SM6.10] Update LinAlg header align parameter (#8377)
2026-04-15 texr@microsoft.com [SM6.10] LinAlg: Fix thread-scope InterlockedAccumulate params (#8367)
2026-04-15 clucie@google.com [SPIR-V] Remove unnecessary cases for `SampledTexture` that are breaking builds (#8375)
2026-04-15 clucie@google.com [SPIR-V][vk::SampledTexture] #12. Support `vk::SampledTexture3D` type. (#8213)
2026-04-14 damyanp@microsoft.com Emit an error when attempting add a user-defined conversion function (#8206)
2026-04-14 texr@microsoft.com Fix crash in CanConvert from incomplete type (#8110)
2026-04-14 damyanp@microsoft.com Add missing ENABLE_SPIRV_CODEGEN guards (#8374)
2026-04-14 alexsepkowski@gmail.com Execution Tests: Long Vectors fix-up HLK feature reference. (#8353)
2026-04-13 hekotas@microsoft.com [SM6.10][Bugfix] Update Matrix::Cast definition to switch matrix sizes on transpose (#8368)
2026-04-13 clucie@google.com [SPIR-V][vk::SampledTexture] #11. Support `vk::SampledTexture1D` and `vk::SampledTexture1DArray` type.  (#8212)

If this roll has caused a breakage, revert this CL and stop the roller
using the controls here:
https://autoroll.skia.org/r/directx-shader-compiler-dawn
Please CC amaiorano@google.com,webgpu-developers@google.com on the revert to ensure that a human
is aware of the problem.

To file a bug in DirectX Shader Compiler: https://github.com/microsoft/DirectXShaderCompiler/issues/new/choose
To file a bug in Dawn: https://bugs.chromium.org/p/dawn/issues/entry

To report a problem with the AutoRoller itself, please file a bug:
https://issues.skia.org/issues/new?component=1389291&template=1850622

Documentation for the AutoRoller is here:
https://skia.googlesource.com/buildbot/+doc/main/autoroll/README.md

Bug: None
Tbr: amaiorano@google.com
Change-Id: I7ca263f5462d24a18021658b654b0c436abe3f20
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/303077
Bot-Commit: dawn-autoroll@skia-public.iam.gserviceaccount.com <dawn-autoroll@skia-public.iam.gserviceaccount.com>
Commit-Queue: dawn-autoroll@skia-public.iam.gserviceaccount.com <dawn-autoroll@skia-public.iam.gserviceaccount.com>
3 files changed
tree: bc8c46aaf6a0bd25984fff6c6309af1fe6fa0c20
  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. .clang-format
  17. .clang-format-ignore
  18. .clang-tidy
  19. .git-blame-ignore-revs
  20. .gitattributes
  21. .gitignore
  22. .gitmodules
  23. .gn
  24. .style.yapf
  25. .vpython3
  26. AUTHORS
  27. BUILD.bazel
  28. BUILD.gn
  29. CMakeLists.txt
  30. CMakeSettings.json
  31. CODE_OF_CONDUCT.md
  32. codereview.settings
  33. CONTRIBUTING.md
  34. CPPLINT.cfg
  35. DEPS
  36. DIR_METADATA
  37. go.mod
  38. go.sum
  39. go_presubmit_support.py
  40. LICENSE
  41. OWNERS
  42. PRESUBMIT.py
  43. README.chromium
  44. README.md
  45. unsafe_buffers_paths.txt
  46. WATCHLISTS
  47. 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.