Re:WebGPU Fundamentals
by raphlinus on Saturday April 15, 2023 @09:17AM
(#35580369)
One of the most exciting features of WebGPU, especially over WebGL, is the ability to run compute shaders. That opens up an entire class of 2D vector graphics rendering techniques using compute shaders, including Vello. It's still in early stages, but the current code does include text rendering. There's a very rough demo at https://levien.com/vello-demo (the demo doesn't do variable fonts but the code can), and we'll be polishing that in time for Chrome M113 going stable.
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Thanks to Google blocking WebGL compute shaders adoption.
We could have had them three years ago.
There's a lot of literature about font rendering predating compute shaders too, compute shaders are not a functional prerequisite by any means.
Here's eg one case: https://github.com/astiopin/webgl_fonts
Yeah, that as well.
WebGL 2.0 is kind of PlayStation 3 like in capabilities, that we seldom see that in action besides shadertoy, Google Maps/Earth, and 360° views on ecommerce sites is another matter.
Interesting. Do you have any more context around this? It sounds uncharacteristic of Google to do so given their usual stance on browsers being all things to all people.
Yes,
https://registry.khronos.org/webgl/specs/latest/2.0-compute/
https://github.com/9ballsyndrome/WebGL_Compute_shader
And then Google decides not implementating it after all, because of WebGPU.
https://github.com/9ballsyndrome/WebGL_Compute_shader/issues...
Yes, I also don't understand why google abandon webgl compute shader, just because webgpu will have same, so they force developer using newer api.
Re:WebGPU Fundamentals
by coffeeaddict1 on Saturday April 15, 2023 @08:33PM
(#35586070)
Is it (will it be) possible to use Vello from C++ or is this firmly Rust only?