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grovesNL
searching PlanetScale…
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61.
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by
grovesNL
4y ago
That could be the case wherever you live, but this isn't true in general. The word "engineer" is protected title in some countries (without requiring additional qualification such as the word "professional" or "
62.
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by
grovesNL
4y ago
Anecdotally I've been able to move faster with Rust on CRUD apps professionally than I've previously in other languages with GC built-in (e.g., C#, TypeScript/Node.js). The borrow checker isn't a problem after you get us
63.
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by
grovesNL
4y ago
As a Newfoundlander and developer, I think we have enough Newfoundlands already :)
64.
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by
grovesNL
4y ago
We use Chargebee for subscriptions at our company Pod2 ( https://www.pod2.co/ ), with Stripe for payment processing and Avalara for taxes. We decided on Chargebee because we wanted to avoid building our own subscription manag
65.
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by
grovesNL
6y ago
There are lots of options for graphics in Rust, so it's really just a choice of which graphics API you'd like to use or learn more about. (full disclosure: I contribute to some of these crates) For example, there is an implementat
66.
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by
grovesNL
6y ago
It might be really difficult to avoid runtime shader translation without some other solution (e.g. populating pipeline caches ahead of time). For example, to provide MSL, there needs to be assumptions about exactly which MSL version is supp
67.
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by
grovesNL
6y ago
Both wgpu and gfx APIs try to avoid any significant CPU usage in hot rendering/compute paths (e.g. by doing more work upfront instead of during rendering), so generally the performance cost should be fairly low for most applications. T
68.
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by
grovesNL
6y ago
There are some resources for wgpu-rs linked from the blog post (such as https://sotrh.github.io/learn-wgpu/ ). There are also some tutorials available that demonstrate how to use the browser API directly: - Raw WebGPU
69.
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Wgpu-rs on the web
(gfx-rs.github.io)
232 points
by
grovesNL
6y ago
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59 comments
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by
grovesNL
6y ago
I think you meant to say "WebGPU" instead of "WebGL" here :)
71.
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by
grovesNL
7y ago
In some jurisdictions the title "engineer" is protected because it does imply that the person is licensed.
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by
grovesNL
7y ago
This isn't always the case -- it depends on where they practice, see https://www.peo.on.ca/engineering-licensing-body-clarifies-u... for example.
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by
grovesNL
7y ago
wgpu-rs and Dawn have already started to implement a common "webgpu-native" header ( https://github.com/webgpu-native/webgpu-headers/blob/master/... ) which would allow native implementations to
74.
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by
grovesNL
7y ago
I think it's debatable whether WebGPU is less capable than OpenGL 4.6 with AZDO. Even if it is less capable, it doesn't mean WebGPU is not a solution nor only usable by browsers. Regardless it's the closest portable solution
75.
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by
grovesNL
7y ago
As mentioned by flohofwoe in the parent comment, Dawn and wgpu are both native implementations of WebGPU for use outside the browser. In particular wgpu-rs will allow users to target both the browser API and run natively. Dawn and wgpu are
76.
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by
grovesNL
7y ago
There is another translation layer called wgpu ( https://github.com/gfx-rs/wgpu ) being developed as well. It's written in Rust and has bindings for C, Rust ( https://github.com/gfx-rs/wgpu-rs ),
77.
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by
grovesNL
7y ago
rx uses wgpu-rs, which primarily supports Vulkan, Metal, and DX12 (though DX11 and GL backends are also partially supported). This is aready relatively portable compared to using GL directly, especially on macOS where it has been deprecated
78.
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by
grovesNL
7y ago
This project is using wgpu-rs, which already exposes a API that's a bit easier to work with than Vulkan. wgpu-rs has backends for Vulkan, Metal, DX12, DX11, and GL (partial). The primary backends are the lower-level graphics APIs that
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by
grovesNL
7y ago
For what it's worth, rx is already targeting multiple native graphics APIs (Vulkan/Metal/etc.) with a shared codebase through wgpu [0], so MoltenVK isn't necessary here anyway. It might also be interesting to mention tha
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grovesNL
7y ago
I think we should focus more on the advantages and disadvantages of WSL and SPIR-V, and their relevance to existing or future ecosystems -- not debate over which language had the first web tests.
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grovesNL
7y ago
I don't see why it should be relevant at this point, although there are several large test suites (including fuzzers) for common libraries in the SPIR-V ecosystem. Shader language tests should be added to the WebGPU conformance test su
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by
grovesNL
7y ago
Not exclusively -- gfx-portability ( https://github.com/gfx-rs/portability ) is another option.
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by
grovesNL
8y ago
As mentioned in the PR, I have a version of spirv_cross (the Rust wrapper of SPIRV-Cross) working with the wasm32-unknown-unknown target now ( https://github.com/grovesNL/spirv_cross/pull/92 ). So currently the
84.
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by
grovesNL
8y ago
I don't think Microsoft has stated a position on this yet. It has mostly just been Apple pushing for WebHLSL as the shader ingestion format, with most everyone else in favor of SPIR-V with a restricted execution environment.
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by
grovesNL
8y ago
It's beyond traditions in some regions as well. For example, in Canada, the "engineer" title is protected, so anyone using that title must be a registered member of the provincial association (wherever they practice).
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by
grovesNL
8y ago
Why not raise and discuss these points on the mailing list instead of a (much more public) WebKit blog post? Unfortunately it seems many developers have interpreted the blog post to mean that WHLSL has been selected as the ingestion format,
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by
grovesNL
8y ago
I think there are lots of Newfoundlanders on HN ;-) Your app sounds interesting, many people only seem to be aware of the ceremonies at Christian's.
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RPCS3 and Dolphin on macOS using gfx-portability
(gfx-rs.github.io)
89 points
by
grovesNL
8y ago
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33 comments
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by
grovesNL
8y ago
I'm glad they're still doing well in Newfoundland. I always enjoyed spotting them on the small island next to Cape Bonavista Lighthouse.
90.
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by
grovesNL
8y ago
Ideally this should be straightforward by adapting the OpenGL ES backend to perform the equivalent WebGL calls. There have been some initial investigations into this already, and the Emscripten target worked well with an earlier version of
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