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Apple proposes new web 3D graphics API

webkit.org

621–630 of 650 posts

Re: Apple proposes new web 3D graphics API

#621
post #426

Earlier quoted context omitted.

I was under the impression that DX wasn't available out of the box either? That you'd need to install suitable drivers and a suitable runtime?

Starting with Windows 7, DX became a platform component.

Every time I install a game from Steam, it almost always re-installs the DX runtime for that specific game. Is there a reason for that?

Re: Apple proposes new web 3D graphics API

#622
post #598

Earlier quoted context omitted.

It's not NP (whatever that means) if you're allowed to change the API instead of just inserting checks at each call. Besides, Javascript doesn't really need driver support to intercept function calls...

NP means non-determinstically polynomial. Validating a GPU shader is undecidable if it include flow control. This is a problem for security. > if you're allowed to change the API instead of just inserting checks at each call. The only case is where you simply make the API so limited that it becomes decidable, e.g. remove all backwards flow control and recursion. > Besides, Javascript doesn't really need driver suppor…

I know what NP means, my parenthetical implied that you used it in a way that made no sense.

Undecidable control flow does not inherently make validation undecidable, or NP, or anything else really. The key (like with any sort of type system) is that it's okay to reject some subset of valid programs in exchange for easy enforcement of the invariants you need.

Re: Apple proposes new web 3D graphics API

#623
post #601

Earlier quoted context omitted.

By "platform support," I was not referring to the number of platforms supported by the API, but the quality of support for the API provided by the platform(s). Vulkan objectively loses to D3D and Metal here. We absolutely know the implementation quality of D3D- you don't have to see the source to see its performance, its stability, or its adherence to the spec. On the whole, it's far more consistent and stable than O…

The Vulkan development process is very different from OpenGL. It's a significant improvement so it's not fair to make this judgement. There is significant evidence: The quality of the API, the number of platforms supported within the first 12 months of publication, the availability of source code and documentation on GitHub (including allowing contributions). These are all things which are far better than the equival…

None of that directly impacts Vulkan driver implementation quality (which is not open source at all).

Re: Apple proposes new web 3D graphics API

#624
post #564

Earlier quoted context omitted.

1) The low level thing MS has is DirectX 12. I saw some benchmarks across multiple graphics cards that showed it was slower than Vulkan, but I can't seem to find it now... so its unclear to me if it is or isn't slower. 2) I think the people here would rather it be developed by an independent group like Khronos Group. For example, Apple created OpenCL as an open standard too and then abandoned it.

On one, ok. I haven't followed DirectX too closely. I knew 12 was designed to match modern GPUs much closer but I didn't know if that was sort of 'medium' between DX 11 and Vulcan, there being something even lower from MS. Thanks.

Im sure it was probably just early drivers and its faster now (or at least getting faster).

Re: Apple proposes new web 3D graphics API

#625

Earlier quoted context omitted.

And yet somehow web apps, each with their very own shirty UI and UX, that looks and works completely different than the platform you use them from, are doing just fine.

And the vast majority of webapps are shitty UI/UX from a consumer perspective. Doing just fine with shitty UI/EX, because the platform is crippled does not equal the best solution for the user.

I completely agree!

Web is convenient in the sense that its easy to get access to a lot of applications and you don't have to install them etc, but the UX often leaves a lot to be desired...

Re: Apple proposes new web 3D graphics API

#626

Earlier quoted context omitted.

While I'm far less negative about this blog post than most of the other commentators seem to be, the part where you cite seems more like "well yeah, we're proposing Metal, and that's obviously going to be contentious so lets sheepishly point out that again this is all subject to negotiation". My interpretation might be too uncharitable, or yours might be too charitable by taking it at face value, it's pretty difficul…

The blog post explicitly says they're choosing to "defer the issue". That seems very clear to me as saying "we're not seriously proposing the Metal Shading Language, this is just a placeholder for the purposes of writing up this proposal, we'll let the standardization process decide on the actual language".

I understand what the text literally says, my point is that if a company proposes a strawman that is literally just their proprietary solution on the web any one liner disclaimer that says "but we're not actually necessarily proposing that it use our proprietary solution for this (but maybe!)" can be reasonably suspected as potentially being disingenuous.

Re: Apple proposes new web 3D graphics API

#627

Earlier quoted context omitted.

The blog post explicitly says they're choosing to "defer the issue". That seems very clear to me as saying "we're not seriously proposing the Metal Shading Language, this is just a placeholder for the purposes of writing up this proposal, we'll let the standardization process decide on the actual language".

I understand what the text literally says, my point is that if a company proposes a strawman that is literally just their proprietary solution on the web any one liner disclaimer that says "but we're not actually necessarily proposing that it use our proprietary solution for this (but maybe!)" can be reasonably suspected as potentially being disingenuous.

There's a whole standardization process to this, which everybody can participate in. The whole point of the proposal is to kick off the discussions and standardization process. Literally nobody expects the proposal to be standardized as-is, so I don't think there should be any concerns whatsoever about the fact that they punted on designing a new shading language. Standardization isn't a "yes or no" vote, it's a process by which the proposals are modified again and again until they come to a solution that everybody is willing to accept. It's simply not possible for Apple to force everybody to accept their Metal Shading Language.

Re: Apple proposes new web 3D graphics API

#628
post #351
post #244

All of you complaining about this proposal not being based on Vulkan seem to be overlooking the fact that Vulkan is actually quite cumbersome to use. Metal, on the other hand, is a really well designed API and in my opinion strikes just the right balance between performance and usability. If it was available for non-Mac platforms too, it would be my first choice of graphics API every time. So for me, a cross platform…

Yeah, have the people arguing for Vulkan on the web actually experienced what it's like to use Vulkan? Here's a small taste: https://renderdoc.org/vulkan-in-30-minutes.html

There are many third-party libs which make using Vulkan much easier, all the way up to Game Engines which abstract everything. That isn't a argument against Vulkan.

A good graphics API, even a web one, is one that provides good control over the GPU.. and to have sane standards which limit future implementation fragmentation (like shader byte-code instead of a specific shader language), and to have good debugging tools, etc.. That's what Vulkan is, regardless of how verbose it is in comparison to OpenGL.

I'm not saying you can just make Vulkan run on the web, but I'm certainly in favor of a Vulkan-subset (using SPIR-V as a shader base) becoming the successor to WebGL over one inspired by Metal and MSL.

Re: Apple proposes new web 3D graphics API

#629
post #506

Earlier quoted context omitted.

Hi om2, this is completely off-topic, but I'm so intrigued that Safari devs are actually chatting openly about their product, I figured what the heck I'd ask something. A few years ago, I tried my hand at making an HTML5 application using the apple-mobile-web-app-capable, apple-mobile-web-app-status-bar-style, apple-touch-icon-precomposed META tags and the apple-touch-startup-image LINK tag. It was so slick how the i…

I appreciate the list of issues affecting home screen web apps on iOS. We're looking into improving how they work. I can't promise any specific set of improvements or timeline but we are aware of the issues you mention.

Appreciate the willingness to address it, it would be the completest thing if HTML5 Apps worked as well as safari tabs. Very empowering thing for you to do for us web devs, thanks!

If you can share any history or stories about the origins of that feature landing on the iPhone, I would be grateful. I find it all fascinating.

Re: Apple proposes new web 3D graphics API

#630
post #499
post #495

Earlier quoted context omitted.

They've been saying that for a few years, but nobody seems to be buying it. The store is still a wasteland of mobile-style shovelware, and none of the real Windows applications have made the jump, far as I have seen.

Many of the Windows 10 applications like the file explorer and Edge are UWP. Also the majority of all the new OS APIs are UWP only.

I dontknow, what are you trying to prove? Its a fact that from the new, low-level APIs (Vulkan, Metal, DX 12) Vulkan has the most widespread support:

Vulkan: Its on most Windows PCs, most Linux PCs, on newer Android devices, and on the Nintendo Switch. Also there are rumours of the next PS going with Vulkan too.

DX12: most Windows PCs, XBox One.

Metal: iOS/OSX only.

So its clearly the future on the desktop market. Obviously it will take a few years for it to spread, since AAA game companies go for the proven solutions.

On mobile, we will see, I cant imagine Google adopting Metal or DX12, and Apple sadly seems to be sticking to their proprietary API.

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