Roll DirectX Shader Compiler from d1d28a684449 to 692951242f58 (12 revisions)

https://chromium.googlesource.com/external/github.com/microsoft/DirectXShaderCompiler.git/+log/d1d28a684449..692951242f58

2026-03-04 ascoleman@microsoft.com [SM6.10] Implement MatrixMul/MulAccum Builtins (#8200)
2026-03-04 ascoleman@microsoft.com [SM6.10] Add MatrixLength Builtin Tests (#8196)
2026-03-04 ascoleman@microsoft.com [SM6.10] Implement MatrixAccumulate Builtin (#8194)
2026-03-04 ascoleman@microsoft.com [SM6.10] Implement MatrixOuterProduct Builtin (#8193)
2026-03-04 ascoleman@microsoft.com [SM6.10] Implement MatVecMul/MatVecMullAdd Builtins (#8192)
2026-03-04 ascoleman@microsoft.com [SM6.10] Implement MatrixLoadFromDescriptor Builtin (#8190)
2026-03-04 jbatista@microsoft.com [HCT] Build DXC with VS 2026 by default (#8187)
2026-03-03 ychoi0407@gmail.com [SPIR-V] Wrap `vk::SampledTexture2D` type inside spirv ifdef. (#8219)
2026-03-03 ascoleman@microsoft.com [SM6.10] Implement MatrixGetCoord Builtin (#8197)
2026-03-03 ychoi0407@gmail.com [SPIR-V][vk::SampledTexture] #7. Add subscriptor indexing methods for `vk::SampledTexture2D` type.  (#8158)
2026-03-02 ascoleman@microsoft.com [SM6.10] Add MatrixQueryAccLayout Builtin Tests (#8195)
2026-03-02 ascoleman@microsoft.com [SM6.10] Impl Mat Store/Accum ToDescriptor Builtin (#8189)

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 dsinclair@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: dsinclair@google.com
Change-Id: I125c66745d25e56f4519dbe171d2b179f2e9369a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/295036
Bot-Commit: Dawn Autoroller <dawn-autoroll@skia-public.iam.gserviceaccount.com>
Commit-Queue: Dawn Autoroller <dawn-autoroll@skia-public.iam.gserviceaccount.com>
2 files changed
tree: 35401e502f49b9174a34f446e2e995232be8b359
  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-format-ignore
  17. .clang-tidy
  18. .git-blame-ignore-revs
  19. .gitattributes
  20. .gitignore
  21. .gitmodules
  22. .gn
  23. .style.yapf
  24. .vpython3
  25. AUTHORS
  26. BUILD.bazel
  27. BUILD.gn
  28. CMakeLists.txt
  29. CMakeSettings.json
  30. CODE_OF_CONDUCT.md
  31. codereview.settings
  32. CONTRIBUTING.md
  33. CPPLINT.cfg
  34. DEPS
  35. DIR_METADATA
  36. go.mod
  37. go.sum
  38. go_presubmit_support.py
  39. LICENSE
  40. OWNERS
  41. PRESUBMIT.py
  42. README.chromium
  43. README.md
  44. test_spec_presubmit_support.py
  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.