The WebGPU samples you pointed out are a good resource, but this article is a decent introduction to GPU compute and should be up to date [1]. [1] https://github.com/GoogleChrome/web.dev/pull/7827
WebGPU is enabled by default in Chrome on Mac as part of the WebGPU Origin Trial (https://web.dev/gpu). We didn't really test on M1 Macs but several people reported it just works.
Other comments explain how that's challenging/impossible in the general case because GPU don't have as good preemption as CPUs and because of the halting problem. However for the VRChat use case you could imagine…
I think you meant WebKit on Windows (used for other browsers than Safari). Once Dawn is integrated in WebKit for one OS, it should be easy to extend WebKit to use it on other OSes so maybe it will be a quick way to have…
Browsers are Javascript bindings to WebGPU :) But more seriously, there is a https://github.com/maierfelix/webgpu that implements node bindings for Felix's Dawn fork. The fork is close to upstream and Dawn is close to…
WebGPU is extremely different from Vulkan. They have similar concepts because they're both from the same family of "explicit APIs" (that also contains Metal and D3D12). Vulkan is hard to validate because it was designed…
Yes, so does WebGL and with the same efficiency. Partial hash inversion is an embarrassingly parallel problem: computing a hash from a random number is independent from the other random numbers you want to compute…
The SPIR-V for WebGPU has the subsetting of the language at [1], validation is fully implemented in spirv-val and as are the safety checks in spirv-opt. SPIR-V is also proven to compile to all the target APIs for…
There is no WebGPU dialect of GLSL, only a SPIR-V execution environment for WebGPU. Lnaguages in themselves aren't "safe" or "unsafe", their implementations are. Also please stop trying to influence a technical debate…
> To clarify though, that requires an external attacker-controlled process to monitor the GPU, yes? Yes, they do it with high-speed probing of the amount allocated GPU memory. This requires access to native APIs…
The WebGPU samples you pointed out are a good resource, but this article is a decent introduction to GPU compute and should be up to date [1]. [1] https://github.com/GoogleChrome/web.dev/pull/7827
WebGPU is enabled by default in Chrome on Mac as part of the WebGPU Origin Trial (https://web.dev/gpu). We didn't really test on M1 Macs but several people reported it just works.
Other comments explain how that's challenging/impossible in the general case because GPU don't have as good preemption as CPUs and because of the halting problem. However for the VRChat use case you could imagine…
I think you meant WebKit on Windows (used for other browsers than Safari). Once Dawn is integrated in WebKit for one OS, it should be easy to extend WebKit to use it on other OSes so maybe it will be a quick way to have…
Browsers are Javascript bindings to WebGPU :) But more seriously, there is a https://github.com/maierfelix/webgpu that implements node bindings for Felix's Dawn fork. The fork is close to upstream and Dawn is close to…
WebGPU is extremely different from Vulkan. They have similar concepts because they're both from the same family of "explicit APIs" (that also contains Metal and D3D12). Vulkan is hard to validate because it was designed…
Yes, so does WebGL and with the same efficiency. Partial hash inversion is an embarrassingly parallel problem: computing a hash from a random number is independent from the other random numbers you want to compute…
The SPIR-V for WebGPU has the subsetting of the language at [1], validation is fully implemented in spirv-val and as are the safety checks in spirv-opt. SPIR-V is also proven to compile to all the target APIs for…
There is no WebGPU dialect of GLSL, only a SPIR-V execution environment for WebGPU. Lnaguages in themselves aren't "safe" or "unsafe", their implementations are. Also please stop trying to influence a technical debate…
> To clarify though, that requires an external attacker-controlled process to monitor the GPU, yes? Yes, they do it with high-speed probing of the amount allocated GPU memory. This requires access to native APIs…