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Khronos + W3C Collaborating On SPIR-V Potentially Being The Shading Language For The Web

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  • Khronos + W3C Collaborating On SPIR-V Potentially Being The Shading Language For The Web

    Phoronix: Khronos + W3C Collaborating On SPIR-V Potentially Being The Shading Language For The Web

    The W3C put out an interesting status update this week on web games technologies and the various standardization efforts at play...

    http://www.phoronix.com/scan.php?pag...ossible-WebGPU

  • #2
    Wouldn’t this be a massive security issue?

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    • #3
      "Seeing SPIR-V as the "web shading language" is quite tantalizing"

      SPIR-V is more like the bytecode right? You get a GLSL (or HLSL) to SPIR-V compiler and generate the bytecode to upload to the GPU.
      So I am assuming that GLSL will remain the shader language of the web since most compilers seem to take in that?

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      • #4
        how does webgpu currently stand overhead wise ? is this api significantly higher level than a vulkan version for web sandboxing would have been ?
        ( i think one atttemp at it was called obsidian ) is it lower level than apple's original proposal or metal 1.0 ?
        Last edited by GunpowaderGuy; 11-28-2019, 04:58 PM.

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        • #5
          Originally posted by kpedersen View Post
          "Seeing SPIR-V as the "web shading language" is quite tantalizing"

          SPIR-V is more like the bytecode right? You get a GLSL (or HLSL) to SPIR-V compiler and generate the bytecode to upload to the GPU.
          So I am assuming that GLSL will remain the shader language of the web since most compilers seem to take in that?
          Maybe the idea is to integrate SPIR-V in the same way than webasm, by distributing "precompiled binaries" that are recompiled to the native instruction set in the browser.

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          • #6
            Good. Stinky Apple tries hard to derail using SPIR-V for WebGPU though, because otherwise it would highlight their total lack of support for Vulkan. Hopefully those crooks will be pushed aside and progress will prevail.
            Last edited by shmerl; 11-28-2019, 03:47 PM.

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            • #7
              Originally posted by wizard69 View Post
              Wouldn’t this be a massive security issue?
              all that's needed is to verify the shaders before sending them to the driver and to enable Vulkan's robustness mode. glsl is actually more of a security issue due to the increased driver complexity.

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              • #8
                Originally posted by wizard69 View Post
                Wouldn’t this be a massive security issue?
                More than GLSL? Absolutely not. SPIR-V is a fixed-width encoding that can be translated rather simply with a state machine.

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                • #9
                  Originally posted by microcode View Post

                  More than GLSL? Absolutely not. SPIR-V is a fixed-width encoding that can be translated rather simply with a state machine.
                  it's actually waaay more complex than that, assuming you want the shaders to run at any decent speed, but it is much simpler than glsl.

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                  • #10
                    Originally posted by shmerl View Post
                    Good. Stinky Apple tries hard to derail using SPIR-V for WebGPU though, because otherwise it would highlight their total lack of support for Vulkan. Hopefully those crooks will be pushed aside and progress will prevail.
                    Apple invented WebGPU. SPIR-IV is far slower but having that as an option for Non-Apple platforms makes sense as long as both are conformant to the WebGPU standard.

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