tint: No-op Resolver refactoring

• Split type_ctors_ into array_ctors_ and struct_ctors_. These are the
  only two type constructors that we need to cache in the Resovler. All
  other types are cached in the IntrinsicTable. By making these two
  separate fields, there's no way we can accidentally put other types in
  there. This is slightly more optimized too, as each map is smaller,
  and the keys hold less data.
• Drop the 'const' on vectors that are std::move()'d. A const object
  cannot be moved, and this results in a silent copy. Fix the logic of
  BuiltinCall() and FunctionCall(), as these were happily using the
  vectors that had been moved.
• Extract the messy Texture-Sampling collection logic out into two
  functions.

The rest of the changes are tweaks required to handle abstract numerics
and materialization, which will be put up for review shortly. Landing
the no-op refactoring now reduces review noise later.

Bug: tint:1504
Change-Id: Iffc8039360d6138c3ac9b456be6ca7b8451ede9f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/90532
Commit-Queue: Ben Clayton <bclayton@chromium.org>
Reviewed-by: Dan Sinclair <dsinclair@chromium.org>
2 files changed
tree: 9f4fbc346d5dba89d2f9016418f75ec20d2f78a2
  1. .vscode/
  2. build_overrides/
  3. docs/
  4. generator/
  5. include/
  6. infra/
  7. scripts/
  8. src/
  9. test/
  10. third_party/
  11. tools/
  12. webgpu-cts/
  13. .clang-format
  14. .clang-tidy
  15. .gitattributes
  16. .gitignore
  17. .gn
  18. AUTHORS
  19. BUILD.gn
  20. CMakeLists.txt
  21. CMakeSettings.json
  22. CODE_OF_CONDUCT.md
  23. codereview.settings
  24. CONTRIBUTING.md
  25. CPPLINT.cfg
  26. dawn.json
  27. dawn_wire.json
  28. DEPS
  29. DIR_METADATA
  30. Doxyfile
  31. go.mod
  32. go.sum
  33. LICENSE
  34. OWNERS
  35. PRESUBMIT.py
  36. README.chromium
  37. README.md
  38. tint_overrides_with_defaults.gni
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 on Windows 10
    • Metal on macOS and iOS
    • Vulkan on Windows, Linux, ChromeOS, Android and Fuchsia
    • OpenGL as best effort where available
  • 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).

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.