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pcwalton's profile
Patrick Walton
Patrick Walton
Patrick Walton
@pcwalton

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Patrick Walton

@pcwalton

Research engineer at Mozilla

San Francisco, CA
pcwalton.github.io
Joined November 2009

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    1. Rik Arends‏ @rikarends Feb 2
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      Reading up on webGPU, looks like its headed towards a Spir-V vs WSL face-off. Great. I strongly prefer WSL since its easier to write cross compilers for, but the rest of the world likes spir-v because of existing compiler stacks. Now we'll get to do both, grreat.

      3 replies 1 retweet 7 likes
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    2. Patrick Walton‏ @pcwalton Feb 2
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      Replying to @rikarends

      I’ve also heard that WSL has serious specification problems relative to SPIR-V, but don’t know the details.

      1 reply 0 retweets 0 likes
    3. Rik Arends‏ @rikarends Feb 2
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      Replying to @pcwalton

      I was just reading on HN that the reverse is the problem. SpirV being under specified and WSL being better. Hmm. I guess its too early to tell. It really depends what tools will grab developer mindshare.

      2 replies 0 retweets 2 likes
    4. rektide de la fay‏ @rektide Feb 2
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      Replying to @rikarends @pcwalton

      i primarily worry WSL is a new front in Apple's seemingly never ending quest to make sure there are at least a dozen mainstream graphics technologies a graphics programmer would have to know to target everything.

      1 reply 0 retweets 1 like
    5. Rik Arends‏ @rikarends Feb 2
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      Replying to @rektide @pcwalton

      Honestly on desktop we already have dx12 vs metal vs vulkan. If web gets WSL vs SpirV, sure its not great but for any engine its not a weird problem to have.

      1 reply 0 retweets 0 likes
    6. Rik Arends‏ @rikarends Feb 2
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      Replying to @rikarends @rektide @pcwalton

      I'm personally not offended by a company with a device-reach of billions to make their own graphics api that IS actually better, easier and nicer to use (metal) for their own vast dev/userbase. In this case i suspect the people wanting WSL to feel equally strongly.

      1 reply 0 retweets 0 likes
    7. rektide de la fay‏ @rektide Feb 2
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      Replying to @rikarends @pcwalton

      not offended either, but i am offended that vulkan isn't also available. the entire rest of the world seemingly loves & enjoys it. lack of vulkan makes me feel the same way as iOS devices only supporting whatever web standards Safari opts to implement: you are being impossible.

      1 reply 0 retweets 0 likes
    8. Rik Arends‏ @rikarends Feb 2
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      Replying to @rektide @pcwalton

      I have never heard anyone starting with vulkan 'loving it'. 'Teethgrindingly suffer through the first 2k loc to get a triangle out' yes. And right now we've also moved back vulkan support simply because of the engineering effort needed.

      1 reply 0 retweets 1 like
      Patrick Walton‏ @pcwalton Feb 2
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      Replying to @rikarends @rektide

      Vulkan gives you more flexibility than Metal does in various ways. Also I’m really not a fan of the way Metal Shading Language is based on C++. Better to just standardize an IR.

      11:24 AM - 2 Feb 2020
      1 reply 0 retweets 1 like
        1. New conversation
        2. Rik Arends‏ @rikarends Feb 2
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          Replying to @pcwalton @rektide

          I agree on the C++ SL. As i'm not a fan of C++, i don't really enjoy seeing more things based on it. Yea dunno maybe the answer is IR's for shaders. As a 'transpiler writer' i like textformats since they are easy. But maybe its bad.

          1 reply 0 retweets 0 likes
        3. Patrick Walton‏ @pcwalton Feb 2
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          Replying to @rikarends @rektide

          A lot of C++ isn’t really applicable to a GPU context and being an extension to C++ means there are really weird things like “const” and “constant” meaning two very different things

          0 replies 0 retweets 3 likes
        4. End of conversation

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