- From: Corentin Wallez <cwallez@google.com>
- Date: Mon, 21 Aug 2017 16:36:27 -0400
- To: "Myles C. Maxfield" <mmaxfield@apple.com>
- Cc: Ben Constable <bencon@microsoft.com>, Kirill Dmitrenko <dmikis@yandex-team.ru>, "public-gpu@w3.org" <public-gpu@w3.org>
- Message-ID: <CAGdfWNNdteiVMRzJ96MJbVVy1Vx=4+eWHB5rgkPT9jKHPF5QHA@mail.gmail.com>
Agreed that we shouldn't remove these features forever and will want to reconsider after the MVP. Dzmitry: Note that multiple queues were not listed :) We should revisit the multiple queues topic in conjunction with the synchronization / memory barrier topic as it extremely tied together. On Mon, Aug 21, 2017 at 2:37 PM, Myles C. Maxfield <mmaxfield@apple.com> wrote: > These look good to us too. > > I wanted to reiterate a point previously made: these don’t need to be part > of the MVP, but one day I fully expect that we will tackle some subset of > these. So we shouldn’t totally 100% ignore them; just defer them (some > perhaps permanently). > > > On Aug 18, 2017, at 11:52 AM, Ben Constable <bencon@microsoft.com> wrote: > > I agree that these should be out of scope for an MVP. > > *From:* Kirill Dmitrenko [mailto:dmikis@yandex-team.ru > <dmikis@yandex-team.ru>] > *Sent:* Friday, August 18, 2017 5:41 AM > *To:* Corentin Wallez <cwallez@google.com> > *Cc:* public-gpu@w3.org > *Subject:* Re: RFC: Features to cull for MVP / v1 > > Seems OK to me. > > If we're talking about web apps, those features aren't available to them > anyway. So their lack in the first version won't block early adoption of > the API as another rendering backend for existing WebGL apps and libs. > > 15.08.2017, 23:23, "Corentin Wallez" <cwallez@google.com>: > > Hey all, > > There are a number of feature of native API that seem like they could be > culled, at least from the MVP and v1 of WebGPU, which would help make the > API surface smaller and easier to specify. > > *Transform feedback / Stream-out*: in most cases it could be replaced by > compute kernels or code in the VS that writes to a buffer. Also based on > our experience with WebGL 2, it looks extremely hard to specify this > tightly and test all corner cases. > > *Sparse resources: *it is a very useful feature for high-end applications > but also somewhat new, it would be hard to specify in a reproducible manner > and the security implications are unclear. Also as far as I can tell Metal > doesn't have sparse resources. > > *Tessellation: *Metal handles it very differently from D3D12 and Vulkan > so we'd need a lot of studying to make a portable version of it. That's why > I think it shouldn't be in the MVP, and maybe only as a v2 / extension on > v1. > > *Predicated rendering: *Metal doesn't have it. > > What do you think? > > Cheers, > > Corentin > > > > -- > Kirill Dmitrenko > Yandex Maps Team > > >
Received on Monday, 21 August 2017 20:37:10 UTC