Earlier quoted context omitted.
Easier implementation is the goal. There are currently only four companies working on a web implementation. Also, I think users would have more control if documents didn't automatically gain the same privileges as applications.
> Easier implementation is the goal. There are currently only four companies working on a web implementation. Easier implementation of a browser? You might find it interesting to see what Servo has chosen to implement and what they have not. Some things you'd think would be easily removable (such as document.write) turn out to not be so simple to skip. One of the most valuable things about the Web is the care taken a…
Feasibility of low-level GPU access on the Web
61–70 of 133 posts
Re: Feasibility of low-level GPU access on the Web
#62There is an upcoming Xbox game (Crackdown 3) that uses web-based GPU processing to share compute amongst players in a multiplayer game.
Re: Feasibility of low-level GPU access on the Web
#63Earlier quoted context omitted.
HTML and CSS are slowly losing ascendancy as the main render surface for web apps. The canvas provides a standard pixel buffer for both JS and compiled applications, making HTML's limitations no longer a restriction.
by its specification mandates pixel buffer to be placed in memory with per pixel access. This reduces GPU acceleration options to the ground.
Re: Feasibility of low-level GPU access on the Web
#64Earlier quoted context omitted.
HTML and CSS are slowly losing ascendancy as the main render surface for web apps. The canvas provides a standard pixel buffer for both JS and compiled applications, making HTML's limitations no longer a restriction.
by its specification mandates pixel buffer to be placed in memory with per pixel access. This reduces GPU acceleration options to the ground.
Re: Feasibility of low-level GPU access on the Web
#65Re: Feasibility of low-level GPU access on the Web
#66Re: Feasibility of low-level GPU access on the Web
#67Earlier quoted context omitted.
This is a bit of a rambling mess, but to just make one point: the winner has been chosen. Android is implementing Vulkan, and so Vulkan it will be.
If Vulkan is the future, I wonder how mobile devs will make money if they can't target iOS.
Re: Feasibility of low-level GPU access on the Web
#68Earlier quoted context omitted.
This is a bit of a rambling mess, but to just make one point: the winner has been chosen. Android is implementing Vulkan, and so Vulkan it will be.
It will be Vulcan and Dx12. Microsoft is nothing if not a stubborn 800 lbs gorilla.
Re: Feasibility of low-level GPU access on the Web
#69Earlier quoted context omitted.
It will be Vulcan and Dx12. Microsoft is nothing if not a stubborn 800 lbs gorilla.
Eh, not for WebGL it won't. Nobody even implements DX other than high-powered desktop GPUs. Will it live on? Sure, we will still have games and Xboxes. But if you're going to pick a standard that can work on mobile and desktop, there is no contender other than Vulkan.
2. Vulkan is not allowed on UWP apps
3. Even on Switch, Vulkan is not the primary 3D API.
Re: Feasibility of low-level GPU access on the Web
#70Earlier quoted context omitted.
by its specification mandates pixel buffer to be placed in memory with per pixel access. This reduces GPU acceleration options to the ground.
I don't believe that's true for any modern browsers. They all use hardware accelerated rendering in the common case of drawing to a canvas that will be composited on-screen, and make a copy into process memory only when you access the pixels with a call like getImageData().