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WebGPU and WSL in Safari

webkit.org

1–10 of 186 posts

Re: WebGPU and WSL in Safari

#5
post #3

The Web Shading Language is going to have to pick a new acronym; I did a double take when I saw that Windows Subsystem for Linux was coming to Safari

It really should be WebSL like everything else in its space (WebGL, WebAssembly, etc.)

Re: WebGPU and WSL in Safari

#6
post #5
post #3

The Web Shading Language is going to have to pick a new acronym; I did a double take when I saw that Windows Subsystem for Linux was coming to Safari

It really should be WebSL like everything else in its space (WebGL, WebAssembly, etc.)

It's a bit weird that they talk bout WebGPU and WebGL and then name it WSL instead of WebSL.

Re: WebGPU and WSL in Safari

#7
I'm unsure how they're getting better performance. Webgl is using opengl in a sort of sandboxed manner, does this webgpu approach bypass some checks or find different performant ways to do them? Afaik the biggest problem with gpu access from browsers is that the you instructions are not at all hardware secure. So everything has to be managed.

Re: WebGPU and WSL in Safari

#9

I'm unsure how they're getting better performance. Webgl is using opengl in a sort of sandboxed manner, does this webgpu approach bypass some checks or find different performant ways to do them? Afaik the biggest problem with gpu access from browsers is that the you instructions are not at all hardware secure. So everything has to be managed.

I just assumed that Apple exposed some API functionality in Webkit that allowed more efficient low-level usage of the GPU hardware. This leads me to believe that adoption of the WebGPU technology will probably fail to break out of the Apple ecosystem.

Re: WebGPU and WSL in Safari

#10

I'm unsure how they're getting better performance. Webgl is using opengl in a sort of sandboxed manner, does this webgpu approach bypass some checks or find different performant ways to do them? Afaik the biggest problem with gpu access from browsers is that the you instructions are not at all hardware secure. So everything has to be managed.

One big way to improve on performance over WebGL is that WebGL exposes a slow layer on top of an already slow imperative API (OpenGL), while new-style APIs (Vulkan, DX12, Metal) are built around command buffers and state objects that you can assemble and then dispatch to the GPU in big chunks.

Think of it like the equivalent between calling memcpy(a++, b++, 1) in a loop and calling memcpy(a, b, n) instead.

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