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SDL3 new GPU API merged
- caspar 2y agoSDL3 is still in preview, but the new GPU API is now merged into the main branch while SDL3 maintainers apply some final tweaks. As far as I understand: the new GPU API is notable because it should allow writing graphics code & shaders once and have it all work cross-platform (including on consoles) with minimal hassle - and previously that required Unity or Unreal, or your own custom solution. WebGPU/WGSL is a similar "cross-platform graphics stack" effort but as far as I know nobody has written console backends for it. (Meanwhile the SDL3 GPU API currently doesn't seem to support WebGPU as a backend.)
- shmerl 2y agoWhy is SDL API needed vs gfx-rs / wgpu though? I.e. was there a need to make yet another one?
- modeless 2y agoThe more the merrier if you ask me. Eventually one will win but we need more experimentation in this space. The existing GPU APIs are too hard to use and/or vendor-specific.
- TillE 2y agoWriting bits of Vulkan or D3D12 really isn't that bad if you're working within an engine which does most of the setup for you, which is nearly always the case for practical work. If you're doing everything yourself from scratch, you're probably either a hobbyist tinkering or a well-compensated expert working for a AAA game developer.
- monocasa 2y agoIf you're targeting SDL, then you probably don't have an engine, or you are the engine.
- gmueckl 2y agoNit: there are also really sophisticated graphics engines for serious applications. It's not only games.
- flohofwoe 2y agoUsing something like Unreal or Unity if you just want to blast a couple of triangles to the screen in a cross-platform application is a bit overkill.
- adrift 2y agoHaving a C API like that is always nice. I don't wanna fight Rust.
- Encounter 2y agoWebGPU has a (mostly) standardized C API: https://github.com/webgpu-native/webgpu-headers https://github.com/webgpu-native/webgpu-headers
- westurner 2y agowgpu supports WebGPU: https://github.com/gfx-rs/wgpu https://github.com/gfx-rs/wgpu : > While WebGPU does not support any shading language other than WGSL, we will automatically convert your non-WGSL shaders if you're running on WebGPU.
- dartos 2y agoThat’s just for the shading language
- flohofwoe 2y agoThe Rust wgpu project has an alternative C API which is identical (or at least closely matches, I haven't looked in detail at it yet) the official webgpu.h header. For instance all examples in here are written in C: https://github.com/gfx-rs/wgpu-native/tree/trunk/examples https://github.com/gfx-rs/wgpu-native/tree/trunk/examples There's definitely also people using wgpu from Zig via the C bindings.
- westurner 2y agoI found: shlomnissan/sdl-wasm: https://github.com/shlomnissan/sdl-wasm https://github.com/shlomnissan/sdl-wasm : > A simple example of compiling C/SDL to WebAssembly and binding it to an HTML5 canvas. erik-larsen/emscripten-sdl2-ogles2: https://github.com/erik-larsen/emscripten-sdl2-ogles2 https://github.com/erik-larsen/emscripten-sdl2-ogles2 : > C++/SDL2/OpenGLES2 samples running in the browser via Emscripten IDK how much work there is to migrate these to SDL3? Are there WASM compilation advantages to SDL3 vs SDL2?
- throwup238 2y agoSDL the library is over a quarter century old. It powers tons of existing software. Why wouldn't people keep working on it?
- 01HNNWZ0MV43FF 2y agoThey already broke compat for 2.x, and existing games don't have shaders in 1.x or 2.x, right? So why make their own API?
- badsectoracula 2y agoYes and no. SDL 2.x is not backwards compatible with SDL 1.x (and that was an annoyance of mine) but at some point someone wrote an SDL 1.x implementation on top of SDL 2.x that got official blessing, so at least games using SDL 1.x can be made to use SDL 2.x "under the hood" be it in source code form or binary-only form. Though you can't take an SDL 1.x game and convert it piecemeal to SDL 2.x as the APIs are not backwards compatible, it is an all-or-nothing change.
- gmueckl 2y agoThe API breaks in SDL2 were sorely needed, if you asked me. SDL1 painted itself into a corner in a few places, e.g. simultaneous use of multiple displays/windows.
- badsectoracula 2y agoI don't think they were needed but i value not breaking existing programs and code more than some abstract and often highly subjective form of code purity. The compatibility layer that was introduced a few years later did solve the "SDL1 apps running under SDL2 under the hood (though with some regressions)" compatibility issue, it did somewhat solve the "compile existing code that uses SDL1 with SDL2" (depending on your language and SDL bindings, i had to compile the real SDL 1.2 library to have Free Pascal's bindings work since they didn't work with sdl12-compat) but it did not solve the "updating existing code to use the new features without rewriting everything" compatibility issue (there was even some user in the PR or Twitter asking about future plans for compatibility because he had spent years updating his code from SDL 1.2 to SDL 2.0 and didn't want to repeat the process again - FWIW the answer was that it probably wont be any less than 10 years for a new major backwards incompatible version).
- deleted 2y ago[deleted]
- dottrap 2y agoThe old SDL 2D API was not powerful enough. It was conceived in the rectangle sprite blitting days, when video hardware was designed very differently and had drastically different performance characteristics. If you wanted anything more, OpenGL used to be 'the best practice'. But today, the landscape competes between Vulkan, Metal, and Direct3D, and hardware is centered around batching and shaders. Trying to target OpenGL is more difficult because OpenGL fragmented between GL vs. GLES and platform support for OpenGL varies (e.g. Apple stopped updating GL after 4.1). A good example demonstrating where the old SDL 2D API is too limited is with the 2D immediate mode GUI library, Nuklear. It has a few simple API stubs to fill in so it can be adapted to work with any graphics system. But for performance, it wants to batch submit all the vertices (triangle strip). But SDL's old API didn't support anything like that. The reluctance was the SDL maintainers didn't want to create a monster and couldn't decide where to draw the line, so the line was held at the old 2D API. Then a few years ago, a user successfully changed the maintainers' minds after writing a demonstration showing how much could be achieved by just adding a simple batching API to SDL 2D. So that shifted the mindset and led to this current effort. I have not closely followed the development, but I think it still aims to be a simple API, and you will still be encouraged to pick a full blown 3D API if you go beyond 2D needs. But you no longer should need to go to one of the other APIs to do 2D things in modern ways on modern hardware.
- shmerl 2y agoI see, interesting.
- HexDecOctBin 2y agoI think you are getting confused between SDL_Render and SDL_GPU. SDL_Render is the old accelerated API that was only suitable for 2D games (or very primitive looking 3D ones). SDL_GPU is a fully-featured wrapper around modern 3D APIs (well, the rasteriser and compute parts anyway, no raytracing or mesh shaders there yet).
- dottrap 2y agoI was referencing the historical motivations that led to where we are today. Yes, I was referring in part to the SDL_Render family APIs. These were insufficient to support things like Nuklear and Dear ImGui, which are reasonable use cases for a simple 2D game, which SDL hoped to help with by introducing the SDL_Render APIs in SDL 2.0 in the first place. https://www.patreon.com/posts/58563886 https://www.patreon.com/posts/58563886 Short excerpt: One day, a valid argument was made that basic 2D triangles are pretty powerful in themselves for not much more code, and it notably makes wiring the excellent Dear Imgui library to an SDL app nice and clean. Even here I was ready to push back but the always-amazing Sylvain Becker showed up not just with a full implementation but also with the software rendering additions and I could fight no longer. In it went. The next logical thing people were already clamoring for back then was shader support. Basically, if you can provide both batching (i.e. triangles) and shaders, you can cover a surprising amount of use cases, including many beyond 2D. So fast forwarding to today, you're right. Glancing at the commit, the GPU API has 80 functions. It is full-featured beyond its original 2D roots. I haven't followed the development enough to know where they are drawing the lines now, like would raytracing and mesh shaders be on their roadmap, or would those be a bridge too far.
- badsectoracula 2y agoSDL provides various "backend agnostic" APIs for a variety of needs, including window creation, input (with a gamepad abstraction), audio, system stuff (e.g. threads), etc so that programs written against SDL can work on a variety of systems - and if linked against it dynamically (or using the "static linking but with a dynamic override" that allows a statically linked version to use a newer dynamic version of the library) can use newer/better stuff (which is sometimes needed, e.g. some older gaming using old version of SDL1.x need the DLL/.so replaced to a new version to work on new OSes, especially on Linux). Exposing a modern (in the sense of how self-proclaimed modern APIs like Vulkan, D3D12 and Metal work) GPU API that lets applications written against it to work with various backends (D3D11, D3D12, Vulkan, Metal, whatever Switch and PS5 uses, etc) fits perfectly with what SDL already does for every other aspect of making a game/game engine/framework/etc. As if it was "needed", it was needed as much as any other of SDL's "subsystems": strictly speaking, not really as you could use some other library (but that could be said for SDL itself) but from the perspective of what the SDL wants to provide (an API to target so you wont have to target each underlying API separately) it was needed for the sake of completeness (previously OpenGL was used for this task if you wanted 3D graphics but that was when OpenGL was practically universally available for the platforms SDL itself officially supported - but nowadays this is not the case).
- TinkersW 2y agoWebGPU would be alot more useful if it hadn't gone with such a needlessly different shader language syntax, makes it much harder to have any single src between the C++ and it.
- truckerbill 2y agoThe bigger problem is the lack of bindless textures etc
- wiz21c 2y agocan't you use naga to reuse OpenGL shaders for example ?
- WhereIsTheTruth 2y agoSDL is for gamedevs, it supports consoles, wgpu is not, it doesn't
- hnlmorg 2y agoSDL is for everyone. I use it for a terminal emulator because it’s easier to write something cross platform in SDL than it is to use platform native widgets APIs.
- WhereIsTheTruth 2y agoYou are right, I was too focused on the gamedev argument that it made me use an incorrect statement
- westurner 2y agoCan the SDL terminal emulator handle up-arrow /slash commands, and cool CLI things like Textual and IPython's prompt_toolkit readline (.inputrc) alternative which supports multi line editing, argument tab completion, and syntax highlighting?, in a game and/or on a PC?
- debugnik 2y agoI think you're confusing the roles of terminal emulator and shell. The emulator mainly hosts the window for a text-based application: print to the screen, send input, implement escape sequences, offer scrollback, handle OS copy-paste, etc. The features you mentioned would be implemented by the hosted application, such as a shell (which they've also implemented separately).
- westurner 2y agoDoes the SDL terminal emulator support enough of VT100, is it, to host an [in-game] console shell TUI with advanced features?
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- flohofwoe 2y agoWhile WebGPU isn't a bad API, it also isn't exactly the '3D API to end all 3D APIs'. WebGPU has a couple of design decisions which were necessary to support Vulkan on mobile devices, which make it a very rigid API and even (desktop) Vulkan is moving away from that rigid programming model, while WebGPU won't be able to adapt so quickly because it still needs to support outdated mobile GPUs across all operating systems.
- flohofwoe 2y agoOne important point I haven't seen mentioned yet is that SDL is the defacto minimal compatibility layer on Linux for writing a windowed 'game-y' application if you don't want to directly wrestle with X11, Wayland, GTK or KDE.
- ahartmetz 2y agoYeah - getting an OpenGL (and presumably same for Vulkan) context is surprisingly annoying if you don't have a library to help you. It also works quite differently on X11, Wayland, or directly on kernel APIs. Many games that don't otherwise use SDL2 (such as ones ported from other platforms, i.e. most games) use it just for that.
- dxuh 2y agoUnreal/Unity are not the only solutions. There is also bgfx (https://github.com/bkaradzic/bgfx https://github.com/bkaradzic/bgfx), which is quite popular and sokol gfx (https://github.com/floooh/sokol https://github.com/floooh/sokol) which I know of. Of course there are many more lesser known ones.
- jcelerier 2y agoQt RHI too. Shaders are normal vulkan-compatible GLSL and then you get D3D11, 12, GL and Metal
- klaussilveira 2y agoThere is NVIDIA's NVRHI: https://github.com/NVIDIAGameWorks/nvrhi https://github.com/NVIDIAGameWorks/nvrhi
- SunlitCat 2y agoBit late to the party, but do you have experience with using NVRHI and can tell how useful / simple it is to get started with doing some hobbyist / bordering serious work?
- klaussilveira 2y agoCheck the donut examples: https://github.com/NVIDIAGameWorks/donut_examples https://github.com/NVIDIAGameWorks/donut_examples A bit dense, but I find it easier to understand and maintain than bgfx. Not as easy as sokol or magnum.
- benlwalker 2y agoCompared to libraries like bgfx and sokol at least, I think there are two key differences. 1) SDL_gpu is a pure C library, heavily focused on extreme portability and no depedencies. And somehow it's also an order of magnitude less code than the other options. Or at least this is a difference from bgfx, maybe not so much sokol_gfx. 2) The SDL_gpu approach is a bit lower level. It exposes primitives like command buffers directly to your application (so you can more easily reason about multi-threading), and your software allocates transfer buffers, fills them with data, and kicks off a transfer to GPU memory explicitly rather than this happening behind the scenes. It also spawns no threads - it only takes action in response to function calls. It does take care of hard things such as getting barriers right, and provides the GPU memory allocator, so it is still substantially easier to use than something like Vulkan. But in SDL_gpu it is extremely obvious to see the data movements between CPU and GPU (and memory copies within the CPU), and to observe the asynchronous nature of the GPU work. I suspect the end result of this will be that people write far more efficient renderers on top of SDL_gpu than they would have on other APIs.
- runevault 2y agoWorth noting Godot also has cross platform shaders. Its GDShader language is based heavily on OpenGL shader language though not a 1:1 copy and gets compiled for the target platform. Though for PS5 and XBox you have to work with a 3rd party (Someone released the Nintendo build for anyone who's signed the Nintendo NDA).
- jb1991 2y agoSDL is also offering cross platform GPU compute, is that also available in Godot?
- runevault 2y agoSo I haven't used compute shaders though I remembered Godot having them and double checked. Interestingly they are direct glsl which makes me wonder if they only work in OGL contexts. Which would be... weird because Godot 4.3 shipped easy DirectX output support. I'm sort of tempted to test out making a compute shader and compiling to DX and see if it works. Edit: Doing more digging according to the end of this forum thread they get compiled to SPIR-V and then to whatever backend is needed, be it GLSL, HLSL, etc. https://forum.godotengine.org/t/compute-shaders-in-godot/46119/7 https://forum.godotengine.org/t/compute-shaders-in-godot/461...
- bgbernovici 2y agoI previously integrated bgfx [1], which allows you to write graphics code and shaders once and supports consoles, with SDL2 stack and Swift [2]. It was quite a nice experience, especially for someone who had never worked with any of these tools before. I'm excited for SDL3 as it introduces console abstractions, eliminating the need for additional dependencies for the GPU API. Moreover, Godot officially supports the Steam Deck, and hopefully, more consoles will be supported in the future. On a related note, Miguel de Icaza is advocating for Swift adoption in Godot, and he is working on porting the editor to SwiftUI on iPad. It is interesting to see the progress [3]. [1] https://bkaradzic.github.io/bgfx/overview.html https://bkaradzic.github.io/bgfx/overview.html [2] https://github.com/bgbernovici/myndsmith https://github.com/bgbernovici/myndsmith [3] https://blog.la-terminal.net/xogot-code-editing/ https://blog.la-terminal.net/xogot-code-editing/
- quadhome 2y agoMore context here: https://icculus.org/finger/flibitijibibo?date=2024-06-15&time=13-14-16 https://icculus.org/finger/flibitijibibo?date=2024-06-15&tim...
- stateoff 2y agoThis article from the main author of the API describes how the buffer cycling works: https://moonside.games/posts/sdl-gpu-concepts-cycling/ https://moonside.games/posts/sdl-gpu-concepts-cycling/
- kvark 2y agoThis rubs me the wrong way. Resource renaming is a high level concept, which was one of the features of OpenGL that all the modern APIs have successfully dropped. A modern low level GPU API should not do that.
- enqk 2y agoIt’s so convenient to have buffer renaming as an user of a graphics API. What’s not to like about it?
- davikr 2y agoAre there any examples?
- stateoff 2y agoExamples will be based on this repo, I believe: https://github.com/TheSpydog/SDL_gpu_examples https://github.com/TheSpydog/SDL_gpu_examples
- immibis 2y agoFeels like SDL3 suffers the second system effect. (SDL2 was just SDL1 with explicit window handles, so SDL3 is the second system, not the third). SDL1/2 is a thin layer that wraps the platform-specific boilerplate of opening a window and handling input events, so you can get to the OpenGL rendering stuff that you actually wanted to write.
- caspar 2y agoIf you only want to support Windows/Linux/Android, then sure, you can definitely argue that the SDL GPU API is bloat. But if you want to support Apple's operating systems then you're stuck with OpenGL 4.1 (officially deprecated by Apple 5 years ago) - so no modern GPU features like compute shaders. You can go the Vulkan route and use MoltenVK for Apple systems, but Vulkan is quite a step up in complexity from OpenGL ("1000 lines of code for a triangle" as people like to say). The goal for SDL3's GPU API is to give you a more approachable (but still plenty flexible) alternative to that. And similar story for consoles, presumably. Apparently lots of people asked for "SDL_render but can you add shader support that works for all platforms", so that's the origin story. SDL3 does also add a higher level audio API - I don't know much about its merits.
- caspar 2y agoAh, I managed to dig up the original announcement post[0]; relevant snippet: > But this is terrible advice in 2021, because OpenGL, for all intents and purposes, is a deprecated API. It still works, it's still got some reasonably modern features, but even if you add up the 22 years Microsoft spent trying to kill it with Apple's seven-or-maybe-twenty, it doesn't change the fact that the brains behind OpenGL would rather you migrate to Vulkan, which is also terrible advice. > It seems bonkers to tell people "write these three lines of code to make a window, and then 2000 more to clear it," but that's the migration funnel--and meat grinder--that SDL users are eventually going to get shoved into, and that's unacceptable to me. [0]: https://www.patreon.com/posts/new-project-top-58563886 https://www.patreon.com/posts/new-project-top-58563886
- hgs3 2y agoBut why does the GPU API need to be in mainline SDL? Couldn't it be a separate project like SDL_net, SDL_mixer, SDL_image, and SDL_ttf? I would think that as a separate project "SDL_gpu" could be versioned independently, evolve independently, and not be obligated to support every platform SDL itself supports. In fact if "SDL_gpu" only required a windowing context, then it could presumably integrate with SDL2 and non-SDL applications!
- rudedogg 2y agoIt's exciting to see how this all shakes out. Hopefully we end up with more options for building custom game engines and apps. I've been going down the Vulkan rabbit hole. It's been fun/enlightening to learn, but the nature of Vulkan makes progress feel slow. I think if SDL3 were available when I started, I would have happily went that route and have more to show for the amount of time I've invested.
- jb1991 2y agoI’ve never used this library before, but I’m very interested to see some examples of its cross-platform GPU compute abilities, if I understand from the link thread that they are now available. Does anyone have a suggestion on where to get started?
- bni 2y agoIs this related to https://github.com/grimfang4/sdl-gpu https://github.com/grimfang4/sdl-gpu ? Or is it a completely separate thing with the same name?
- dottrap 2y agoThis is a separate thing with the same name. Although both share some common ideas. The grimfang4/sdl-gpu is a separate library used with SDL, while the new SDL GPU API is directly part of SDL. grimfang4/sdl-gpu is much older and works with today's SDL 2. The grimfang4/sdl-gpu was one good way to take advantage of modern GPUs in a simple way and workaround the holes/limitations of the old SDL 2D API. The new SDL 3 GPU API will likely make the need for things like grimfang4/sdl-gpu redundant.
- Ono-Sendai 2y agoI might try this out. SDL I have found to be high quality software - compiles fast, compiles easily on multiple platforms, always works. So I have some hopes for this new API.
- ivars 2y agoHow did they managed to pull this off so quickly? Given how long WebGPU native is in development and still not finalized, you would think it will take SDL GPU API even longer because it supports more platforms.
- bartwe 2y agoNo committee and motivated devs that need the result for their projects. Especially the FNA folks.
- flohofwoe 2y agoAlso tbf, the WebGPU peeps did a lot of investigations for what is the actual set of common and web-safe features across D3D, Vulkan and Metal, and all those investigation results are in the open. In that sense the WebGPU project is an extremely valuable resource for other wrapper APIs, and saves those other APIs a ton of time.
- jms55 2y agoYeah. SDL went the path of "wrap native APIs". WebGPU went the path of "exactly what level of floating point precision can we guarantee across all APIs" along with "how do we prevent absolutely all invalid behavior at runtime, e.g. out of bounds accesses in shaders, non-dynamically uniform control flow at invalid times, indirect draws that bypass the given limits, preventing too-large shaders that would kill shader compilers, etc". WebGPU spends a _lot_ of time investigating buggy driver behavior and trying to make things spec-conformant across a lot of disparate and frankly janky platforms. There's a big difference between writing an RHI, and writing a _spec_.
- HexDecOctBin 2y agoThe reason WebGPU took so long was that they decided to write their own shading language instead of using SPIR-V. SDL didn't make that mistake, you bring your own shader compilers and translation tools. There is a sister project for a cross-platform shading language [1] and another for translating existing ones between each other [2] , but they get done when they get done, and the rest of the API doesn't have to wait for them. WebGPU was made by a committee of vendors and language-lawyers (standards-lawyers?) with politics and bureaucracy, and it shows. SDL_GPU is made by game developers who value pragmatism above all (and often are looked down upon from the ivory tower because of that). [1]: https://github.com/libsdl-org/SDL_shader_tools https://github.com/libsdl-org/SDL_shader_tools [2]: https://github.com/flibitijibibo/SDL_gpu_shadercross https://github.com/flibitijibibo/SDL_gpu_shadercross
- bartwe 2y agoGlad to have contributed to the dx12 part :)
- HexDecOctBin 2y agoBravo, thanks! Since I'll be targeting modern HLSL, your backend is the one I'll be using to begin with. Hopefully DXC produces decent SPIR-V at the end.
- corysama 2y agoWhat resources would you recommend for learning DX12?
- JoeyJoJoJr 2y agoI’d love to see Raylib get an SDL GPU backend. I’d pick it up in a heartbeat.
- westurner 2y agoraylib > "How to compile against the [SDL2] backend" https://github.com/raysan5/raylib/discussions/3764 https://github.com/raysan5/raylib/discussions/3764
- ammar-DLL 2y agoi'm looking forward to wayland native support
- kookamamie 2y agoSorry, but the proposal for the included shading language looks pretty braindead to me. See for yourself: https://github.com/libsdl-org/SDL_shader_tools/blob/main/docs/README-shader-language-quickstart.md https://github.com/libsdl-org/SDL_shader_tools/blob/main/doc... Deviations from C-language families, such as "Flow control statements don't need parentheses." are completely unnecessary, I think. Same goes for "Flow control statements must use braces."
- mahkoh 2y agoIf control flow statements don't require parentheses to be parseable, doesn't that mean that it is the parentheses that are completely unnecessary?
- BigJono 2y agoDeviating from conventions to avoid footguns is so misguided. I've been writing C family languages for like 15 years and never once accidentally done a if (foo); whatever; The convention itself IS the thing that stops you from fucking that up. It's the kind of thing you do once 2 days into a 30 year career and never again. I still think it's dumb in Javascript, where you could be using the language on day 2 of learning programming. But in a GPU shader language that it would be almost impossible to understand with no programming experience? It's actually insane. Having said that everything else about this project looks pretty good, so I guess they can get a pass lol.
- e4m2 2y agoThe current SDL GPU API does not intend to use this shader language. Instead, users are expected to provide shaders in the relevant format for each underlying graphics API [1], using whatever custom content pipeline they desire. One of the developers made an interesting blog post motivating this decision [2] (although some of the finer details have changed since that was written). There is also a "third party" solution [3] by another one of the developers that enables cross-platform use of SPIR-V or HLSL shaders using SPIRV-Cross and FXC/DXC, respectively (NB: It seems this currently wouldn't compile against SDL3 master). [1] https://github.com/libsdl-org/SDL/blob/d1a2c57fb99f29c38f5091ea69e866d8fa6f1bf8/include/SDL3/SDL_gpu.h#L257-L268 https://github.com/libsdl-org/SDL/blob/d1a2c57fb99f29c38f509... [2] https://moonside.games/posts/layers-all-the-way-down https://moonside.games/posts/layers-all-the-way-down [3] https://github.com/flibitijibibo/SDL_gpu_shadercross https://github.com/flibitijibibo/SDL_gpu_shadercross
- JKCalhoun 2y agoHuge fan of SDL generally. When I went looking for a cross-platform gaming library, SDL and its API struck the right balance for me. I just wanted a C (++) library I could call to create windows and graphical contexts — a fast sprite rendering framework. I didn't need a whole IDE or a bloated library, didn't want to learn a new language, etc.
- kvark 2y agoTime will tell if this API is usable. In particular, the way resource synchronization works, and object renaming. Time will tell if it will perform better than WebGPU or other abstractions. Time will tell if it remains small in the presence of driver bugs that need working around… I’m also sceptical about their new bytecode for a shading language. Parsing shaders at runtime was not a concern with WebGPU - it’s very fast. Even producing native shaders is fast [1]. It’s the pipeline creation that’s slow, and this bytecode wouldn’t help here. [1] http://kvark.github.io/naga/shader/2022/02/17/shader-translation-benchmark.html http://kvark.github.io/naga/shader/2022/02/17/shader-transla...