News for hackers. Stuff that matters.
Re:Intermediate Graphics Library, a cross-platform GPU abstr... by MegaDeKay on Tuesday October 10, 2023 @12:32PM (#37834293)
They gives these reasons at the Github link for its existence...

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Intermediate Graphics Library (IGL) is a cross-platform library that commands the GPU. It encapsulates common GPU functionality with a low-level cross-platform interface. IGL is designed to support multiple backends implemented on top of various graphics APIs (e.g. OpenGL, Metal and Vulkan) with a common interface.

There are a lot of good options for abstracting GPU API's; each making different trade-offs. We designed IGL around the following priorities:

- Low-level, forward-looking API. IGL embraces modern abstractions (command buffers, state containers, bindless, etc) and is designed to give more control than OpenGL's state machine API. As a result, IGL can have leaner backends for modern API's (e.g. Metal, Vulkan).

- Minimal overhead for C++. IGL supports new or existing native rendering code without overhead of language interop or the need for other language runtimes.

- Reach + scale in production. IGL has been globally battle-tested for broad device reliability (especially the long-tail of Android devices as well as Quest 2/3/Pro compatibility for OpenGL/Vulkan) and performance-tuned on our apps.

Re:Intermediate Graphics Library, a cross-platform GPU abstr... by skavi on Tuesday October 10, 2023 @12:50PM (#37834507)
The first two points easily apply to WebGPU. Maybe not the last one yet.
Re:Intermediate Graphics Library, a cross-platform GPU abstr... by bmitc on Tuesday October 10, 2023 @12:52PM (#37834527)
Having researched WebGPU a little, I'm not seeing anything there that explains why this over WebGPU. As far as I understand, those reasons are identical to those for WebGPU.

Can anyone explain?

Re:Intermediate Graphics Library, a cross-platform GPU abstr... by swatcoder on Tuesday October 10, 2023 @01:16PM (#37834782)
Meta has bet the farm on their VR/AR/XR platform and smartly wants control over the tooling that developers will use to target it.

The last thing they want is for some Quest innovation to be hamstrung waiting for a standard body to approve support for some new feature or for a third-party open source maintainer to incorporate some fix/addition/compatibility PR.

Owning a project like this, if they can get developers to use it, is a huge business security asset and competitive advantage for them. That's why this exists and why it's being promoted.

Whether developers see it as worth using instead of other options is a different question. Meta would probably say the answer to "why" for developers is: "to make sure your project gets the most out of the Quest products (as well as other Android platforms), now and in the future"

Re:Intermediate Graphics Library, a cross-platform GPU abstr... by adamnemecek on Tuesday October 10, 2023 @02:13PM (#37835478)
They can’t get users to use it as it provides little over webgpu.
Re:Intermediate Graphics Library, a cross-platform GPU abstr... by jayd16 on Tuesday October 10, 2023 @01:03PM (#37834650)
Is Android support solid for Dawn/webgpu? Seems like it's marked as work in progress compared to the confident support laid out here.
Re:Intermediate Graphics Library, a cross-platform GPU abstr... by adamnemecek on Tuesday October 10, 2023 @01:15PM (#37834758)
Right but if they needed that, they could have just contributed android support to wgpu.
Re:Intermediate Graphics Library, a cross-platform GPU abstr... by adamnemecek on Tuesday October 10, 2023 @12:59PM (#37834602)
WebGPU goes beyond the web. wgpu is a rust project.