W3C home > Mailing lists > Public > public-gpu@w3.org > November 2018

Re: Binary vs Text

From: Florian Bösch <pyalot@gmail.com>
Date: Wed, 7 Nov 2018 17:02:35 +0100
Message-ID: <CAOK8ODjYs8tEv56A=PRxZvii0WVJNsg-ruPYqgZ2WTvg0LMVrA@mail.gmail.com>
To: Corentin Wallez <cwallez@google.com>
Cc: fpizlo@apple.com, Kenneth Russell <kbr@google.com>, mmaxfield@apple.com, public-gpu <public-gpu@w3.org>
I'm telling you how it is, why I've given up on hardware accelerated
rendering on the web, and why developers are fed up with it. I've got
exactly zero patience at this point for more of the same.

On Wed, Nov 7, 2018 at 4:58 PM Corentin Wallez <cwallez@google.com> wrote:

> Florian, while I don't disagree that FXC has a lot of bugs, I'd appreciate
> if you used a more professional tone in this forum. Coating your point in
> colorful language doesn't help with getting it across.
> On Wed, Nov 7, 2018 at 4:54 PM Florian Bösch <pyalot@gmail.com> wrote:
>> On Wed, Nov 7, 2018 at 4:30 PM Filip Pizlo <fpizlo@apple.com> wrote:
>>> emit MSL, HLSL, or SPIR-V.
>> Well, if you've got to emit HLSL you're screwed. Because it's
>> longstanding Microsoft tradition that compilers are shit and slow. It's
>> always been Microsofts view that you should precompile shaders to DXIL. The
>> whole exercise only has any point if you can cut out slow middleware that
>> can't do what it's supposed to do in a reasonable amount of time despite
>> developers complaining and arguing about it for the better part of 2
>> decades. At this point it's fairly certain to assume drivers and Direct3D
>> are always going to be shit at compiling anything, apparently hiring
>> capable programmers for compiler design is hard or whatever, so the only
>> way to make any progress is to take that responsibility entirely out of
>> their incapable hands.
Received on Wednesday, 7 November 2018 16:03:14 UTC

This archive was generated by hypermail 2.4.0 : Friday, 17 January 2020 19:52:25 UTC