WebGPU : All of the cores, none of the canvas

Une explication complète sur les WebGPU (a voir comment cela fit avec le traitement audio et video)

WebGPU is an upcoming Web API that gives you low-level, general-purpose access GPUs.

I am not very experienced with graphics. I picked up bits and bobs of WebGL by reading through tutorials on how to build game engines with OpenGL and learned more about shaders by watching Inigo Quilez do amazing things on ShaderToy by just using shaders, without any 3D meshes or models. This got me far enough to do build things like the background animation in PROXX, but I was never comfortable with WebGL, and I’ll explain shortly why.

When WebGPU came onto my radar, I wanted to get into it but multiple people warned me that WebGPU has even more boilerplate than WebGL. Undeterred, but anticipating the worst, I scraped together all the tutorials and specifications I could find, of which there are not many because it’s still early days for WebGPU. I got my feet wet and found that I didn’t find WebGPU significantly more boilerplate-y than WebGL, but actually to be an API I am much more comfortable with.

So here we are. I want to share what I learned while wrapping my head around GPUs and WebGPU. The goal for this blog post is to make WebGPU accessible for web developers. But here’s an early heads up: I won’t use WebGPU to generate graphics. Instead, I will use WebGPU to access the raw computing power a GPU provides. Maybe I will do a follow-up blog post how to use WebGPU to render to your screen, but there is already quite a bit of content out there. I will go as deep as necessary to make sense of WebGPU and hopefully enable you to use it effectively — but not necessarily efficiently. I can’t make you a GPU performance expert; mostly because I am not one myself.

via Gamedev.js Weekly : lire l’article source

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