misc
webgpu-headers
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misc
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GPU synchronization in Godot 4.3 is getting a major upgrade
Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).
I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).
There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...
- “Clean Code, Horrible Performance” Discussion Part 2 (Final)
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The Clean Code Debacle and Rhetoric Tricks - Casey Muratori vs Mr "Uncle Bob" Martin
I'll put the link to Casey and Uncle Bob's discussion about architecture here again. This discussion is specifically about maintainability. In it they both come up with a design for a device IO API, and argue its strengths in terms maintainability and extensibility.
- Uncle Bob's Response to Casey Muratori's Critique of Clean Code
- [A mail I wrote to the Vulkan advisory committee on Aug 4, 2015, 1:03 AM]
- The current state of GPU API's and why I wish V-EZ hadn't died.
- Reservations about the Vulkan API’s design
webgpu-headers
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New Vulkan Documentation Website
There's standardized C API which is both implemented by Dawn and wgpu.rs:
https://github.com/webgpu-native/webgpu-headers/blob/main/we...
...and this standardized API would also enable other independent native implementations.
There's even thought put into the API being extensible via 'struct chaining', this is how the native implementations also accept SPIRV shader bytecode instead of just WGSL shader source code.
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I want to talk about WebGPU
The API definition exists:
https://github.com/webgpu-native/webgpu-headers/blob/main/we...
The next missing piece is a standard window system glue API for WASI though.
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The current state of GPU API's and why I wish V-EZ hadn't died.
At first it was for only web, but browsers implement it using compiled code (C++/Rust) and you can use the implementation directly. Wgpu is for Firefox, Dawn is for Chrome. There is a C header for them: https://github.com/webgpu-native/webgpu-headers/blob/main/webgpu.h.
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Learn Wgpu
> Wgpu actually has C bindings to allow you to write C/C++ code with it, as well as use other languages that interface with C. That being said, wgpu is written in Rust, and it has some convenient Rust bindings that don't have to jump through any hoops. On top of that, I've been enjoying writing in Rust.
Why the bloat when this exist? https://github.com/webgpu-native/webgpu-headers
What are some alternatives?
wgpu-native - Native WebGPU implementation based on wgpu-core