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Re:Piet-GPU Progress: Clipping by raphlinus on Friday February 25, 2022 @10:26AM (#30468236)
Pretty much all of the rendering pipeline runs on the GPU, in compute shaders. In most 2D renderers, the CPU is doing a lot of the work (tesselating vector shapes into triangle meshes, computing bounding boxes, etc). In piet-gpu, the CPU just encodes a high-level, declarative description of the scene (semantically similar to SVG) in an efficient binary format, and the GPU does the rest.

Regarding hardware support, it needs a GPU capable of compute shaders (which rules out a bunch of the older or very low end mobile chips). There is a hardware abstraction layer which currently supports Vulkan, Direct3D12, and Metal, but I believe D3D11 could be added, as well as other lower level interfaces (I took a look at deko3d and was tempted to use that as a way to port to Nintendo Switch).

Re:Piet-GPU Progress: Clipping by fulafel on Sunday February 27, 2022 @05:15AM (#30486915)
A Intel GPU might be behind Vulkan, WebGL2, DX12, D3D11, WebGPU, OpenGL4, GLES3.2,or Metal ... There are a similar nr of current GPU hw architectures as current GPU APIs, is there still a portability benefit from the API abstractions or are they just zero or negative sum competition?