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> All those layers create problems. WGPU tries to support web browsers, Vulkan, Metal, DX11 (recently dropped), DX12, Android, and OpenGL. So it needs a big dev
by jms55 2y ago
> All those layers create problems. WGPU tries to support web browsers, Vulkan, Metal, DX11 (recently dropped), DX12, Android, and OpenGL. So it needs a big dev team and changes are hard. WGPU's own API is mostly like Vulkan - you still have to do your own GPU memory allocation and synchronization.
The first part is true, but the second part is not. Allocation and synchronization is automatic.
- Animats 2y agoVulkan does not allocate GPU memory for you. Well, it gives you a big block, and then it's the problem of the caller to allocate little pieces from that. It's like "sbrk" in Linux/Unix, which gets memory from the OS. You usually don't use "sbrk" directly. Something like "malloc" is used on top of that.