Building WebGPU with Rust [video]
fosdem.org
fosdem.org
WebGPU is a nice API, Rust is amazing too. It's the stack of the near future. You can use it on the desktop. WebGPU a fast API on top of the underlying platforms. And it supports spirv, fuck glsl or hlsl.
There's also a dedicated wgpu channel on matrix if you want to join. https://matrix.to/#/%23wgpu:matrix.org
I think they have made some very good choices in WebGPU as well as WSL.
For me, the browser is a nice to have, WebGPU is a good standard regardless.
The only outlier is probably OrbisOS with its obscenely locked and NDA'ed GNM.
http://www.monogame.net/2014/03/23/monogame-for-playstation-...
Bashing about how companies handle 3D APIs will take you nowhere on the games industry, as we discussed multiple times.
The whole point of an NDA is to prevent access to the source without authorization. I.e. incompatible with open source by definition.
It doesn't. It just means the PlayStation 4 parts are simply not open-source. MonoGame is available under the MS-PL, and MIT-alike. The PlayStation 4 backend is available under non-open-source terms to authorized PlayStation 4 developers.
WebGPU has tradeoffs and issues like anything else. AAA game engines, like the ones I work on, are still going to continue to have to support console platforms without WebGPU support, and will still have their own platform interfaces around stuff like that. Don't get me wrong, WebGPU is a very nicely designed API, but it is still lowest-common-denominator, and is about 2 years behind schedule.
Yes, I think the idea is to embed a SPIRV-to-Metal compiler inside the browser.
At least, that's what it looks like https://github.com/gfx-rs/wgpu is doing right now.
Anyway, pjmlp, if you have some time, could you please explain how WSL makes sense in a world where SPIR-V already exists?
Both are intended mainly to be compiler targets, and both will need verifiers for use in WebGPU. The main advantages of SPIR-V are that some tooling already exists (as opposed to none), most of the specification is already done, and it will end up being faster with Vulkan. The only advantage I've seen for WSL is that it's text-based, so you can cut and paste pieces of code together more easily. I don't know how that would even fit in with the idea that WSL is meant to be a compiler target, though.
Given that Vulkan is only a viable option on post Android 10 devices, Linux and unsandboxed Win32 apps, being faster with Vulkan is a relative merit.
Now, if SPIR-V is part of the browser and does not require to bundle a JIT compiler, as apparently has been discussed then great.
Then again, maybe some tooling besides shaderc would be welcomed.
I did a bit of a doubletake the first time I read that, but ultimately I think not giving your own implementation language special treatment sends a good message for potential adopters.