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Then why not use a wire protocol for Vulkan? SPIRV already exists. It only needs some wrapper code tacked on to work as a X extension and you have perfectly eff
by sprash 5y ago
Then why not use a wire protocol for Vulkan? SPIRV already exists. It only needs some wrapper code tacked on to work as a X extension and you have perfectly efficient server side rendering that potentially works even over the network without breaking anybodies backwards compatibility.
- md8z 5y agoI'm very confused by this comment, SPIR-V is not a wire protocol for Vulkan. And you can't really serialize Vulkan over the network, that breaks things like vkMapMemory. If you want something like a remote Vulkan, the thing to watch there would be WebGPU.
- sprash 5y agoWebGPU translates 1:1 to SPIR-V.
- md8z 5y agoThat sentence doesn't really make sense to me, did you mean WGSL translates 1:1 to SPIR-V? "WebGPU" refers to the API, not the shading language.
- sprash 5y agoYes I was referring to the "WebGPU Shading Language" which I abbreviated with WebGPU which should be obvious. The WebGPU API is the boiler plate you need to make WGSL over the wire work. My original proposal was an X extension in a similar fashion that makes SPIR-V over the wire work.
- md8z 5y agoI don't see why you would need an X extension, WebGPU works fine within a browser. You don't need to touch X or Wayland or Mesa or anything.