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WebGPU and WSL in Safari

webkit.org

171–180 of 186 posts

Re: WebGPU and WSL in Safari

#171
post #155

Earlier quoted context omitted.

They created OpenCL and supported OpenGL (ES) as the only graphics API on their platforms for years, but now they have dumped both open standards in favour of their own proprietary ones.

Actually they created Quickdraw 3D, and only adopted OpenGL as the NeXT team came onboard. Although they created and gave OpenCL 1.0 to Khronos, they were not happy with the path that Khronos was taking it and their support basically stagnated on OpenCL 1.0. As side note Google is yet to support OpenCL on Android, instead just like they did with their Android Java, they decided to create their own flavour, Renderscri…

> Apple understands the value of providing nice frameworks and debugging tools to go along an API.

You should have a look to pwcalton's Twitter feed if you want a quick overview of how nice the tools in questions are. Getting a kernel panic when running Xcode doesn't sound like “nice debugging tools” to me…

Re: WebGPU and WSL in Safari

#172
post #155

Earlier quoted context omitted.

They created OpenCL and supported OpenGL (ES) as the only graphics API on their platforms for years, but now they have dumped both open standards in favour of their own proprietary ones.

Actually they created Quickdraw 3D, and only adopted OpenGL as the NeXT team came onboard. Although they created and gave OpenCL 1.0 to Khronos, they were not happy with the path that Khronos was taking it and their support basically stagnated on OpenCL 1.0. As side note Google is yet to support OpenCL on Android, instead just like they did with their Android Java, they decided to create their own flavour, Renderscri…

They also then immediately dropped Quickdraw 3D like the hot garbage it was.

Re: WebGPU and WSL in Safari

#173
post #129

Earlier quoted context omitted.

I'm using Safari Technology Preview Release 91 (Safari 13.1, WebKit 15609.1.3) on a MacBook Pro (Retina, 13-inch, Early 2015) running macOS Catalina 10.15 Beta (19A558d) with the WebGPU experimental feature enabled and not seeing anything. I'd be happy to file a WebKit bug or Feedback Request if you'd like.

Please do! It's working for me with STP 91 on a Catalina beta build. Could be a hardware-specific issue. A bug report would be useful. Please Cc mjs at apple dot com and I'll make sure the right people see it. For reference, do the other demos in the gallery work for you? https://webkit.org/demos/webgpu/

Might be, my computer has been having a number of OpenGL issues in Catalina. Anyways, I filed https://bugs.webkit.org/show_bug.cgi?id=201765 and CC'd you.

Re: WebGPU and WSL in Safari

#174
post #155

Earlier quoted context omitted.

Actually they created Quickdraw 3D, and only adopted OpenGL as the NeXT team came onboard. Although they created and gave OpenCL 1.0 to Khronos, they were not happy with the path that Khronos was taking it and their support basically stagnated on OpenCL 1.0. As side note Google is yet to support OpenCL on Android, instead just like they did with their Android Java, they decided to create their own flavour, Renderscri…

> [...] Metal is one year older than Vulkan [...] Is it really though? Vulkan is based on AMD Mantle which AMD gave to Khronos. AMD Mantle (2013) predates Apple Metal (2014).

AMD gave Mantle to Khronos as they were going nowhere on their own.

When Apple released Metal, Mandle was still an AMD API.

Re: WebGPU and WSL in Safari

#175
post #155

Earlier quoted context omitted.

Actually they created Quickdraw 3D, and only adopted OpenGL as the NeXT team came onboard. Although they created and gave OpenCL 1.0 to Khronos, they were not happy with the path that Khronos was taking it and their support basically stagnated on OpenCL 1.0. As side note Google is yet to support OpenCL on Android, instead just like they did with their Android Java, they decided to create their own flavour, Renderscri…

> [Apple] only adopted OpenGL as the NeXT team came onboard. I'm not talking about pre-NeXT Apple, that's ancient history.

Well, plenty of old Apple people are still around on their offices.

Many just don't realise how they were fooled to believe in the wolf in desguise.

Corporations do whatever to save themselves.

Do you think Microsoft will keep being FOSS champion, after they wipe out the board?

How naive are those that assign human behaviour to corporations.

Re: WebGPU and WSL in Safari

#176
post #155

Earlier quoted context omitted.

Actually they created Quickdraw 3D, and only adopted OpenGL as the NeXT team came onboard. Although they created and gave OpenCL 1.0 to Khronos, they were not happy with the path that Khronos was taking it and their support basically stagnated on OpenCL 1.0. As side note Google is yet to support OpenCL on Android, instead just like they did with their Android Java, they decided to create their own flavour, Renderscri…

> Apple understands the value of providing nice frameworks and debugging tools to go along an API. You should have a look to pwcalton's Twitter feed if you want a quick overview of how nice the tools in questions are. Getting a kernel panic when running Xcode doesn't sound like “nice debugging tools” to me…

Better that not having none to start with.

Re: WebGPU and WSL in Safari

#177
post #155

Earlier quoted context omitted.

Actually they created Quickdraw 3D, and only adopted OpenGL as the NeXT team came onboard. Although they created and gave OpenCL 1.0 to Khronos, they were not happy with the path that Khronos was taking it and their support basically stagnated on OpenCL 1.0. As side note Google is yet to support OpenCL on Android, instead just like they did with their Android Java, they decided to create their own flavour, Renderscri…

They also then immediately dropped Quickdraw 3D like the hot garbage it was.

Thanks to NeXT people.

Re: WebGPU and WSL in Safari

#178
post #127

Earlier quoted context omitted.

This seems a somewhat ill-informed comment, since you shouldn't be thinking of something like Vulkan as a platform API in the first place. Vulkan (and most other APIs, e.g. OpenGL) is an almost entirely platform-independent API targeting modern GPUs. There are a small number of platform-dependent entry points for window system interaction and such like, but their surface area is a very small percentage of the overall…

And it shows, given the lack of tooling versus what platform APIs offer out of the box. Instead of a modern API, frameworks, 3D model format, IDE support for debugging shaders, we get plain old C, extensions creep, and go search yourself for basic feature like displaying text or loading textures. Hardly an improvement on OpenGL status quo.

OK, of the criticisms of Vulkan I've heard, "it doesn't have a function for display text" is the weirdest one. I would be upset if Khronos did include a function for displaying text, because it would invariably be broken in numerous ways.

Re: WebGPU and WSL in Safari

#179
post #168

Earlier quoted context omitted.

It's not "new and immature." It has a formal specification and is used in production on devices/pcs everywhere. The comment itself was sort of vacuous and nitpicking a single aspect which is something that could be remedied through collaboration.

The set of web safety changes for SPIR-V is kind of new and immature in my opinion. I agree that it's building on a core that is widely deployed in other contexts.

By that standard, everything with respect to a shader ISA for the web is "new and immature." The point is finding a suitable common ground for all vendors to agree on working on. Not everyone going every which way to work on uncoordinated efforts.

Re: WebGPU and WSL in Safari

#180

Earlier quoted context omitted.

The claim that the developers shaping the WSL specification are experts is questionable given that the actual experts in shading languages -- i.e., the implementers building GPU hardware -- are looking at SPIR-V and seem to be pretty frustrated by the NIH syndrome of the web developer community here.

Do you have some evidence for this assertion? Because Apple happens to make its own GPUs and shading language... a shading language that also runs on other people's GPUs. Seems like relevant expertise to me.

Apple is huge. It's not clear to me whether the Apple GPU folks are involved, or whether it's just Apple's web people playing at graphics.
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