Roll DirectX Shader Compiler from bd659e5ffccd to 74a32065d674 (8 revisions)

https://chromium.googlesource.com/external/github.com/microsoft/DirectXShaderCompiler.git/+log/bd659e5ffccd..74a32065d674

2023-11-17 mail@justinbogner.com Don't rely on a high level opcode in a test (#6035)
2023-11-17 jeffno@microsoft.com WinPix: Inline functions test update (#6014)
2023-11-17 jeffno@microsoft.com PIX: Instrument ret instructions for shader debugging (#6033)
2023-11-16 python3kgae@outlook.com [CI] fix issue when apply format (#6019)
2023-11-16 texr@microsoft.com Add EntryFunctionName to PSV0 data (#5946)
2023-11-16 jbatista@microsoft.com Only diagnose exported library function declarations (#6009)
2023-11-16 python3kgae@outlook.com [lit][SPIRV] convert runFileTest shaders to lit FileCheck test (294 left to go) (#6030)
2023-11-16 mail@justinbogner.com [Diag] Reword `err_hlsl_missing_attr`

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 bajones@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: bajones@google.com
Change-Id: I3c4c20a7edad5a37a5fa85ad96bb2375b3c3d7e5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/161304
Bot-Commit: Dawn Autoroller <dawn-autoroll@skia-public.iam.gserviceaccount.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Dawn Autoroller <dawn-autoroll@skia-public.iam.gserviceaccount.com>
2 files changed
tree: eedad5dd2e65e83720b0568645241c8f26fb077a
  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. dawn.json
  31. dawn_wire.json
  32. DEPS
  33. DIR_METADATA
  34. Doxyfile
  35. go.mod
  36. go.sum
  37. go_presubmit_support.py
  38. LICENSE
  39. OWNERS
  40. PRESUBMIT.py
  41. README.chromium
  42. README.md
  43. 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.