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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...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #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; 28 November 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; 28 November 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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