3 ms·
There is (surprisingly) no high level commentary on what this actually is, but people banging on about how nice it would be to have a high level cross platform
by wokwokwok 3y ago
There is (surprisingly) no high level commentary on what this actually is, but people banging on about how nice it would be to have a high level cross platform GPU accelerated library.
...but this..?
> Graphics data and code can be developed together in the same environment, packaged together into a WebAssembly module called a renderlet, and rendered onto any canvas. With WebAssembly, we compile graphics code to portable bytecode that allows it to safely run on any processor and GPU
So what is a renderlet?
> The renderlet compiler is currently in closed preview - please contact us for more information.
Hm... what this seems to be is a C++ library that lets you take compiled WASM and run it to generate and render graphics.
Which, I think it is fair to say, it's surprising, because you can already render graphics using C++.
Only here, you can render graphics using an external WASM binary.
So, why?
Specifically, if you're already using C++:
1) Why use WASM?
2) Why use renderlet instead of webGPU, which is already a high level cross platform abstraction including shader definitions?
What is this even for?
> wander is designed to be a rendering engine for any high-performance application. It primarily is designed as the runtime to run renderlet bundles
...but, why would I use a renderlet, if I already need to be writing C++?
I. Get. It. A cross platform GPU accelerated rendering library you can use from any platform / browser / app would be great. ...but that is not what this is.
This is a C++ library runtime that you can use to run graphics in any circumstance where you you can currently use C++.
...but, in circumstances where I can use C++, I have many other options for rendering graphics.
Look at the workflow:
Rendering code -> Renderlet compiler -> renderlet binary
App -> load renderlet binary -> start renderlet runtime -> execute binary on runtime -> rendered
vs.
App -> rendering code (WebGPU) -> rendered
or, if you writing a new cross platform API over the top of webGPU
App -> Fancy api -> WebGPU -> rendered
I had a good read of the docs, but I honestly fail to see how this is more useful than just having a C++ library that renders graphics cross platform like SDL.
Shaders? Well, we also already have a good cross platform rendering library in webGPU; it already runs on desktop and browsers (maybe even some mobile devices); it already has a cross platform shader pipeline; it's already usable from C++.
I'm not going to deny the webGPU API is kind of frustrating to use, and the tooling for building WASM binaries is too, but... it does actually exist.
Is this like a 'alternative to webGPU' with a different API / easy mode tooling?
...or, have I missed it completely and there's something more to this?
- seanisom 3y agoKeeping it high level - No, the goal is not to create a C++ API to give you GPU functions. The C++ API for wander is used to embed the WebAssembly module of graphics code into the application. The API footprint is very small - load a file, pass parameters to it, iterate through the tree it produces. This could be viewed as logically equivalent to programmatically loading a flash/swf file. Or similar to what Rive has built with a .riv, although this is static content, not code. > 1) Why use WASM? You're loading arbitrary, third-party code into an app - that is the renderlet. The benefit is to have a sandboxed environment to run code to put data on the GPU. 2) Why use renderlet instead of webGPU, which is already a high level cross platform abstraction including shader definitions? WebGPU is a low-level API. If you are a graphics programmer, and want to build an app around WebGPU, go for it! A renderlet is more of a graphics plugin system than an entire first-party app. > The renderlet compiler is currently in closed preview - please contact us for more information. This is the system to build the renderlet. This is not writing raw C++ code to talk to WebGPU, this can be higher-level functions (build a grid, perform a geometric extrusion, generate a gradient) - you can see in the video it is a yaml specification. The compiler generate the necessary commands, vertex buffers, textures, etc, and soon, shaders to do this, and builds a Wasm module out of it. > Is this like a 'alternative to webGPU' with a different API / easy mode tooling? I certainly wouldn't describe it as an alternative to WebGPU, but easy(er) tooling to build graphics, yes. > What is the use-case for 'I've compiled a part of my application only into a cross platform binary renderlet and I can now run that cross platform ... after I've compiled the rest of my application into a platform specific binary for the platform I'm running it on?' Let's take an example - Temporal Anti-Aliasing. There are libraries that exist to implement this, or you can implement it through raw code. This requires changes structural changes to your pipeline - to your render targets, additional outputs to your shaders, running additional shaders, etc. Wouldn't it be nice to easy connect a module to your graphics pipeline that contains the code for this, and the shader stages, and works across platforms and graphics APIs, with data-driven configuration? That is the vision. > ... rest of your application into WASM/platform native code... is that not strange? It seems strange to me There is not really such a thing as a standalone Wasm application. It has seen great success as a data-driven plugin model. In a browser, it is hosted with / interacts with JavaScript. Even built for pure WASI, as a standalone app where everything is compiled into a single module, there is stil a runtime/host environment. Does that help clarify?