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Dawn, a WebGPU implementation

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  1. 4a4e5d0 [ir] Clamp workgroup runtime-sized arrays by Alan Baker · 82 minutes ago main
  2. 458c71b Move InstanceBase pointer into PhysicalDeviceBase by Ho Cheung · 3 hours ago
  3. 8740007 [Vulkan] Remove ImportedTexture mLastExternalState by Mridul Goyal · 7 hours ago
  4. 568bde6 Roll vulkan-deps from c4c101895112 to 00a7dde0a6b4 (15 revisions) by dawn-autoroll@skia-public.iam.gserviceaccount.com · 7 hours ago
  5. bcb5681 [WebGPU][Kotlin] Unwrap object handles in Kotlin before crossing JNI by Mridul Goyal · 7 hours ago

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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.