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I think a lot of these issues are simply unsolvable given the current web infrastructure and the way everything is designed against adversarial programs. Like n
by samiv 2y ago
I think a lot of these issues are simply unsolvable given the current web infrastructure and the way everything is designed against adversarial programs. Like nerfing the APIs, IPC handoffs and such. The only GPU workload that works well here is something that is nearly completely static, does nothing much than a single draw call and everything else is statically allocated and never changed.
Essentially shadertoy (+ a bunch of similar demos)
Edit: Must be a schizophrenic feeling to design Web APIs where you first design functionality that is useful for the web apps and then you find ways to amputate that functionality in the name of security.
- jsheard 2y agoWebGPU is a big step in the right direction for graphics but that's another place where progress has been glacially slow. I think the initiative started in 2016, it took until 2023 for Chrome to ship it, and Apple are still dragging their feet heading into 2025. WebGL was already severely dated at the start of that process and we're still stuck with WebGL for portable web graphics to this day!
- fidotron 2y agoHonestly, WebGPU once available will become a total security disaster area, and that is contributing to the foot dragging. What was/is needed is a WebGL 2.5 that enables async access to the GL context. Arguably both of them should require permissions.