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WebGPU on the Web will support driving multiple <canvas> elements with a single WebGPU context ("device"). This will be the most efficient way to share resources between WebGPU devices. However, I don't think Chrome supports it just yet.This is the Dawn mailing list (webgpu list here), so perhaps you're interested in driving multiple OS windows with one Dawn device. We haven't tried to do this, but I think it should be possible, at least on some OSes. If you are interested, I'd suggest diving into Dawn, as it is not on our priority list.Dawn also supports importing resources from external objects, such as ID3D12Resource, Vulkan external images, MTLTexture, or IOSurfaceRef. However, it's probably much easier to use a single Dawn/WebGPU device to drive multiple windows if you're only interested in using Dawn, as it reduces the amount of platform specific code you would have to write.Hope this helps!
On Tue, Jan 7, 2020 at 3:46 PM Robert Conde <needsmo...@gmail.com> wrote:
In WebGPU what is the model for sharing resources? Is it possible to have multiple scenes which share a texture object for example?--Thanks,Rob Conde
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The WebGPU API seems to be very closely modeled after Metal.
Dawn is a wrapper around Metal, Vulkan, DX12 etc.
The driving intent behind WebGPU seems to be multi-threaded compute functionality with minimal context switching overhead.
As per your question, multiple scenes sharing a single texture is essentially compute: equivalent to multiple threads (contexts) sharing a single buffer.
When diving into Dawn, it is perhaps better to view scenes and textures as specialized threads and buffers. Again, this seems to be the driving intent - to make graphics really just another application of compute.
On Tuesday, January 7, 2020 at 6:46:43 PM UTC-5, Robert Conde wrote:In WebGPU what is the model for sharing resources? Is it possible to have multiple scenes which share a texture object for example?Thanks,Rob Conde
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On Thu, Jan 9, 2020 at 12:47 AM Dominic Cerisano <dcer...@gmail.com> wrote:The WebGPU API seems to be very closely modeled after Metal.WebGPU is at around the same level of abstraction as Metal but is designed by looking at D3D12, Metal and Vulkan and finding a portable way to target all three.
Dawn is a wrapper around Metal, Vulkan, DX12 etc.
The driving intent behind WebGPU seems to be multi-threaded compute functionality with minimal context switching overhead.
As per your question, multiple scenes sharing a single texture is essentially compute: equivalent to multiple threads (contexts) sharing a single buffer.Not really, it's just that contrary to OpenGL, all other APIs see swapchains just as regular textures so there are no restriction to rendering multiple ones with the same device. This has nothing to do with compute but more about how the API is structured to not have a default framebuffer. The driving intent of WebGPU is to have a high-performance GPU API for the Web that exposes both graphics and compute functionality.
When diving into Dawn, it is perhaps better to view scenes and textures as specialized threads and buffers. Again, this seems to be the driving intent - to make graphics really just another application of compute.
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On Tuesday, January 7, 2020 at 6:46:43 PM UTC-5, Robert Conde wrote:In WebGPU what is the model for sharing resources? Is it possible to have multiple scenes which share a texture object for example?Thanks,Rob Conde
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On Thursday, January 9, 2020 at 9:36:50 AM UTC-5, Corentin Wallez wrote:On Thu, Jan 9, 2020 at 12:47 AM Dominic Cerisano <dcer...@gmail.com> wrote:The WebGPU API seems to be very closely modeled after Metal.WebGPU is at around the same level of abstraction as Metal but is designed by looking at D3D12, Metal and Vulkan and finding a portable way to target all three.Yeah, no its pretty much Metal - that is why it currently is only available on Safari and Chromium for OSX. DX12 and Vulkan implementations are lagging!
Dawn is a wrapper around Metal, Vulkan, DX12 etc.
The driving intent behind WebGPU seems to be multi-threaded compute functionality with minimal context switching overhead.
As per your question, multiple scenes sharing a single texture is essentially compute: equivalent to multiple threads (contexts) sharing a single buffer.Not really, it's just that contrary to OpenGL, all other APIs see swapchains just as regular textures so there are no restriction to rendering multiple ones with the same device. This has nothing to do with compute but more about how the API is structured to not have a default framebuffer. The driving intent of WebGPU is to have a high-performance GPU API for the Web that exposes both graphics and compute functionality.Yeah, no again. The whole point of WebGPU is compute. The G really stands for Generic. Rendering is just really just an application of compute, as it really always has been. That is why we are moving away from OpenGL - it is too specialized for generic compute. Anyone who has tried to do distributed compute tasks with WebGL knows the value and reason for WebGPU. is a distributed compute pipeline.
--
When diving into Dawn, it is perhaps better to view scenes and textures as specialized threads and buffers. Again, this seems to be the driving intent - to make graphics really just another application of compute.--
On Tuesday, January 7, 2020 at 6:46:43 PM UTC-5, Robert Conde wrote:In WebGPU what is the model for sharing resources? Is it possible to have multiple scenes which share a texture object for example?Thanks,Rob Conde
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On Thu, Jan 9, 2020 at 10:22 PM Dominic Cerisano <dcer...@gmail.com> wrote:
On Thursday, January 9, 2020 at 9:36:50 AM UTC-5, Corentin Wallez wrote:On Thu, Jan 9, 2020 at 12:47 AM Dominic Cerisano <dcer...@gmail.com> wrote:The WebGPU API seems to be very closely modeled after Metal.WebGPU is at around the same level of abstraction as Metal but is designed by looking at D3D12, Metal and Vulkan and finding a portable way to target all three.Yeah, no its pretty much Metal - that is why it currently is only available on Safari and Chromium for OSX. DX12 and Vulkan implementations are lagging!Check webgpu.io again :) It's available on Windows. Also it's kinda bold to make statements like "WebGPU is basically Metal" when half of the people designing WebGPU are in this mailing list and we know that statement is untrue.
Dawn is a wrapper around Metal, Vulkan, DX12 etc.
The driving intent behind WebGPU seems to be multi-threaded compute functionality with minimal context switching overhead.
As per your question, multiple scenes sharing a single texture is essentially compute: equivalent to multiple threads (contexts) sharing a single buffer.Not really, it's just that contrary to OpenGL, all other APIs see swapchains just as regular textures so there are no restriction to rendering multiple ones with the same device. This has nothing to do with compute but more about how the API is structured to not have a default framebuffer. The driving intent of WebGPU is to have a high-performance GPU API for the Web that exposes both graphics and compute functionality.Yeah, no again. The whole point of WebGPU is compute. The G really stands for Generic. Rendering is just really just an application of compute, as it really always has been. That is why we are moving away from OpenGL - it is too specialized for generic compute. Anyone who has tried to do distributed compute tasks with WebGL knows the value and reason for WebGPU. is a distributed compute pipeline.See comment above.
--
When diving into Dawn, it is perhaps better to view scenes and textures as specialized threads and buffers. Again, this seems to be the driving intent - to make graphics really just another application of compute.--
On Tuesday, January 7, 2020 at 6:46:43 PM UTC-5, Robert Conde wrote:In WebGPU what is the model for sharing resources? Is it possible to have multiple scenes which share a texture object for example?Thanks,Rob Conde
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On Thu, Jan 9, 2020 at 10:22 PM Dominic Cerisano <dcer...@gmail.com> wrote:
On Thursday, January 9, 2020 at 9:36:50 AM UTC-5, Corentin Wallez wrote:On Thu, Jan 9, 2020 at 12:47 AM Dominic Cerisano <dcer...@gmail.com> wrote:The WebGPU API seems to be very closely modeled after Metal.WebGPU is at around the same level of abstraction as Metal but is designed by looking at D3D12, Metal and Vulkan and finding a portable way to target all three.Yeah, no its pretty much Metal - that is why it currently is only available on Safari and Chromium for OSX. DX12 and Vulkan implementations are lagging!Check webgpu.io again :) It's available on Windows. Also it's kinda bold to make statements like "WebGPU is basically Metal" when half of the people designing WebGPU are in this mailing list and we know that statement is untrue.
Dawn is a wrapper around Metal, Vulkan, DX12 etc.
The driving intent behind WebGPU seems to be multi-threaded compute functionality with minimal context switching overhead.
As per your question, multiple scenes sharing a single texture is essentially compute: equivalent to multiple threads (contexts) sharing a single buffer.Not really, it's just that contrary to OpenGL, all other APIs see swapchains just as regular textures so there are no restriction to rendering multiple ones with the same device. This has nothing to do with compute but more about how the API is structured to not have a default framebuffer. The driving intent of WebGPU is to have a high-performance GPU API for the Web that exposes both graphics and compute functionality.Yeah, no again. The whole point of WebGPU is compute. The G really stands for Generic. Rendering is just really just an application of compute, as it really always has been. That is why we are moving away from OpenGL - it is too specialized for generic compute. Anyone who has tried to do distributed compute tasks with WebGL knows the value and reason for WebGPU. is a distributed compute pipeline.See comment above.
--
When diving into Dawn, it is perhaps better to view scenes and textures as specialized threads and buffers. Again, this seems to be the driving intent - to make graphics really just another application of compute.--
On Tuesday, January 7, 2020 at 6:46:43 PM UTC-5, Robert Conde wrote:In WebGPU what is the model for sharing resources? Is it possible to have multiple scenes which share a texture object for example?Thanks,Rob Conde
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On Thursday, January 9, 2020 at 4:31:48 PM UTC-5, Corentin Wallez wrote:On Thu, Jan 9, 2020 at 10:22 PM Dominic Cerisano <dcer...@gmail.com> wrote:On Thursday, January 9, 2020 at 9:36:50 AM UTC-5, Corentin Wallez wrote:On Thu, Jan 9, 2020 at 12:47 AM Dominic Cerisano <dcer...@gmail.com> wrote:The WebGPU API seems to be very closely modeled after Metal.WebGPU is at around the same level of abstraction as Metal but is designed by looking at D3D12, Metal and Vulkan and finding a portable way to target all three.Yeah, no its pretty much Metal - that is why it currently is only available on Safari and Chromium for OSX. DX12 and Vulkan implementations are lagging!Check webgpu.io again :) It's available on Windows. Also it's kinda bold to make statements like "WebGPU is basically Metal" when half of the people designing WebGPU are in this mailing list and we know that statement is untrue.It not "available" in any production browser on Windows, only "in progress" on an experimental Chrome Canary stream, and marked as "unsafe" even there. What do you know about that? Kind of bold to make statements like "It's available on Windows" when anyone reading this knows it is not :) Great work on Canary though.
Could we get some official benchmarks for OSX vs WIN10? The Animometer benchmark would be a start, thanks.
WebGPU essentially a wrapper around a subset of the Metal API, which you know is true, which makes it basically Metal.
The Windows implementation is marked as "In Progress" rather than "Available", also no benchmarks, so yeah.
Dawn is a wrapper around Metal, Vulkan, DX12 etc.
The driving intent behind WebGPU seems to be multi-threaded compute functionality with minimal context switching overhead.
As per your question, multiple scenes sharing a single texture is essentially compute: equivalent to multiple threads (contexts) sharing a single buffer.Not really, it's just that contrary to OpenGL, all other APIs see swapchains just as regular textures so there are no restriction to rendering multiple ones with the same device. This has nothing to do with compute but more about how the API is structured to not have a default framebuffer. The driving intent of WebGPU is to have a high-performance GPU API for the Web that exposes both graphics and compute functionality.Yeah, no again. The whole point of WebGPU is compute. The G really stands for Generic. Rendering is just really just an application of compute, as it really always has been. That is why we are moving away from OpenGL - it is too specialized for generic compute. Anyone who has tried to do distributed compute tasks with WebGL knows the value and reason for WebGPU. is a distributed compute pipeline.See comment above.
See comment above.
----When diving into Dawn, it is perhaps better to view scenes and textures as specialized threads and buffers. Again, this seems to be the driving intent - to make graphics really just another application of compute.--
On Tuesday, January 7, 2020 at 6:46:43 PM UTC-5, Robert Conde wrote:In WebGPU what is the model for sharing resources? Is it possible to have multiple scenes which share a texture object for example?Thanks,Rob Conde
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