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WebGPU Shading Language (gpuweb.github.io)
4 points by throwaway34241 on March 1, 2020 | hide | past | favorite | 3 comments


Kudos to Google for moving this along! A few weeks, the HN community picked up [0, 1] on a presentation [2] about the Tint shading language, a WebGPU shading language prototype. It's great to see them formalize their prototype into a draft spec.

Thank you to those who are working hard on bringing WebGPU to the masses!

[0]: https://news.ycombinator.com/item?id=22316777 [1]: https://news.ycombinator.com/item?id=22351285 [2]: https://docs.google.com/presentation/d/1qHhFq0GJtY_59rNjpiHU...


Some context: browser vendors are working on a successor to WebGL, and there's been a debate over what shading language to use.

A text based language would be easier for beginners (since they wouldn't need to install a separate shader compiler) and would avoid sites that need dynamic shaders having to download and run a shader compiler in the browser.

Using SPIR-V bytecode would benefit from a large amount of work put into an existing standard and an open source compiler ecosystem that many companies are already using.

It looks like a decision has been made to accept a text based language, but one that is defined based on SPIR-V semantics and is easily convertible back and forth from SPIR-V. This seems like a great trade off since if it works out it should have the main advantages of both approaches.


Thanks for posting ;)

Just curious if anyone has actually gotten the WebGPU bits to run? Getting a device context, executing commands. Currently on CrOS. Able to install vulkan, rust-wasm, and wgpu. But then I just get initialization errors. WebGL 2.0 Compute works when enabled in Chrome 79. My interest is in creating web gpu grids for scientific computing




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