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Re:WebGPU Shading Language by mantap on Tuesday March 10, 2020 @09:12PM (#22541939)
The transmission/storage size of shaders isn't important. Textures and 3D models dominate in any non trivial project. Kind of like dieting by trimming your toenails.
Re:WebGPU Shading Language by jacobolus on Wednesday March 11, 2020 @08:00AM (#22545025)
That’s maybe true for current 3D graphics heavy projects, but is not necessarily true for any arbitrary future use of GPU compute.
Re:WebGPU Shading Language by mantap on Wednesday March 11, 2020 @08:52AM (#22545344)
GPUs are machines for crunching data, be it graphics or NNs. I can't think of many use case where that isn't true.

Also if you anticipate the GPU being used as an accelerator, that is all the more reason to use a text based format because it allows for easy code generation.

Re:WebGPU Shading Language by jfkebwjsbx on Wednesday March 11, 2020 @01:34PM (#22547914)
You are wrong. Many projects use GPUs without big datasets. See ShaderToy, for instance: a lot of computation, almost no input data. Many other games, too: they may use the GPU for rendering fast yet have say 50 MiB of textures and assets only.

If you think of AAA games, ML and whatnot, of course. But I doubt anybody will use WebGPU for those, to be honest.

Re:WebGPU Shading Language by mantap on Wednesday March 11, 2020 @05:42PM (#22551080)
50MB of textures is a lot compared to shader source code size, which will be in the kilobytes for such a small project.

The same with shadertoy, the storage or transmission of a shadertoy shader is never going to be significant compared to all the assets on the page.

The contention was that a binary representation is necessary to save space for storage or transmission. It just isn't.