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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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