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gpuweb reviews and mentions
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Why aren't we using highly efficient int8 calcualtions in quants? (maybe eli14?)
There's even an implementation under discussion to have the dp4a instruction added to WebGPU (https://github.com/gpuweb/gpuweb/issues/2677)
- WebGPU – All of the cores, none of the canvas
- [Rust_Gamedev] WGSL est-il un bon choix?
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I want to talk about WebGPU
Shared memory, yes, with the goodies: atomics and barriers. We rely on that heavily in Vello, so we've pushed very hard on it. For example, WebGPU introduces the "workgroupUniformLoad" built-in, which lets you broadcast a value to all threads in the workgroup while not introducing potential unsafety.
Tensor cores: I can't say there are plans to add it, but it's certainly something I would like to see. You need subgroups in place first, and there's been quite a bit of discussion[1] on that as a likely extension post-1.0.
- Chrome ships WebGPU (available by default in Chrome 113)
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Chrome Ships WebGPU
This is a huge milestone. It's also part of a much larger journey. In my work on developing Vello, an advanced 2D renderer, I have come to believe WebGPU is a game changer. We're going to have reasonably modern infrastructure that runs everywhere: web, Windows, mac, Linux, ChromeOS, iOS, and Android. You're going to see textbooks(), tutorials, benchmark suites, tons of sample code and projects to learn from.
WebGPU 1.0 is a lowest common denominator product. As 'FL33TW00D points out, matrix multiplication performance is much lower than you'd hope from native. However, it is possible* to run machine learning workloads, and getting that performance back is merely an engineering challenge. A few extensions are needed, in particular cooperative matrix multiply (also known as tensor cores, WMMA, or simd_matrix). That in turn depends on subgroups, which have some complex portability concerns[1].
Bindless is another thing everybody wants. The wgpu team is working on a native extension[2], which will inform web standardization as well. I am confident this will happen.
The future looks bright. If you are learning GPU, I now highly recommend WebGPU, as it lets you learn modern techniques (including compute), and those skills will transfer to native APIs including Vulkan, Metal, and D3D12.
Disclosure: I work at Google and have been involved in WebGPU development, but on a different team and as one who has been quite critical of aspects of WebGPU.
(*): If you're writing a serious, high quality textbook on compute with WebGPU, then I will collaborate on a chapter on prefix sums / scan.
[1]: https://github.com/gpuweb/gpuweb/issues/3950
[2]: https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...
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I want the a fragment shader to run but I don't need color/depth/stencil targets
You might want to read through https://github.com/gpuweb/gpuweb/issues/503
- An In-Depth Look at WebGPU
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Requiem for Piet-GPU-Hal
Think of Vulkan, Metal, DirectX 12 (DX12) as different database engines. They run compute/render shaders which are incompatible dialects of each other (like Oracle SQL != Postgres SQL != MySQL). WGPU tries to be the ANSI SQL.
This an oversimplification ofc. Today most shaders compile to an intermediate form Spir-V which then targets different backends and can lead to some funny translation.
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A note from our sponsor - InfluxDB
www.influxdata.com | 21 Sep 2023
Stats
gpuweb/gpuweb is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of gpuweb is Bikeshed.