- From: Kai Ninomiya <kainino@google.com>
- Date: Thu, 28 Feb 2019 11:49:03 -0800
- To: Dean Jackson <dino@apple.com>
- Cc: Jerran Schmidt <jerran.schmidt@autodesk.com>, public-gpu <public-gpu@w3.org>
- Message-ID: <CANxMeyBSvxkSFN9iOFiaDv2a4MgNTOjFe9OHGYTuzJ-=z-xodA@mail.gmail.com>
Thanks for the clarification, Dean! Jerran: FYI, for more info on the high-level history of things around WebGPU, check out the Wikipedia article <https://en.wikipedia.org/wiki/WebGPU>. On Thu, Feb 28, 2019 at 11:31 AM Dean Jackson <dino@apple.com> wrote: > > > On 28 Feb 2019, at 10:12, Jerran Schmidt <jerran.schmidt@autodesk.com> > wrote: > > I’ve been following the development of WebGPU mainly from a compute > perspective and coming from an OpenGL (and now Vulkan) background I’ve > found the API itself very easy and intuitive to use. > I couldn’t find any samples on using WebGPU for compute at the time that I > put my first simple example on github but I’ve since experimented with > going a little further and implemented marching cubes: > Pages: > https://jerrans.github.io/webgpu-marching-cubes/ > > Code: > https://github.com/jerrans/webgpu-marching-cubes > > I didn’t have any issues other than whether setting the threads per > threadgroup is something that would be exposed or not. > > In any case the standard looks to be progressing well and I’m hoping to be > able to contribute in the future. > > > To be clear, what you've used there is Apple's initial WebGPU proposal, > which we've since renamed WebMetal, and will soon be removed from Safari > completely - once we have a real WebGPU implementation. > > This will require a fairly significant rewrite of your example, although > the fundamentals are approximately the same. > > Dean > > >
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Received on Thursday, 28 February 2019 19:49:39 UTC