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WebGPU

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The future of graphics and compute on the Web - unofficial channel. Related rooms: https://matrix.to/#/+webgraphics:matrix.org27 Servers

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14 Apr 2021
@jasperrlz:matrix.orgjasperrlzI should try to revive my new WebGPU backend... not looking forward to the WGSL stuff tho :/01:32:21
@jasperrlz:matrix.orgjasperrlz * I should try to revive my new WebGPU backend... not looking forward to the WGSL stuff tho :/01:32:30
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@jgilbert:mozilla.orgjgilbert I made https://jdashg.github.io/misc/md-minutes-to-details.html to make adding minute comments to github easier for myself, fyi. Not super robust but I think it did this week's minutes correctly! Let me know if you see broken links 20:09:04
@jgilbert:mozilla.orgjgilbert(I use markdown export from our gdocs)20:09:28
16 Apr 2021
@hugoam:matrix.orghugoamI'm kind of wondering about the purpose of unfilterable float. How is a WebGPU user supposed to know that some formats can only go with unfilterable float sample type ?21:47:57
@hugoam:matrix.orghugoam * I'm kind of wondering about the purpose of unfilterable float. How is a WebGPU user supposed to know that some formats can only go with unfilterable float sample type ?21:48:17
@kainino:matrix.orgkaininohttps://gpuweb.github.io/gpuweb/#texture-format-caps21:48:26
@hugoam:matrix.orghugoamI was reading just that, but is the user supposed to just reimplement this table in code ? Because this sounds kind of silly but I'm probably missing something21:49:06
@hugoam:matrix.orghugoam * I was reading just that, but is the user supposed to just reimplement this table in code ? Because this sounds kind of silly but I'm probably missing something21:49:20
@kainino:matrix.orgkaininoWait I can't find the actual part of that I wanted to quote21:49:39
@kainino:matrix.orgkaininoRedacted or Malformed Event21:49:48
@kainino:matrix.orgkaininoRedacted or Malformed Event21:50:05
@kainino:matrix.orgkaininosigh I have already forgotten how this works21:50:16
@hugoam:matrix.orghugoamhaha21:50:23
@kainino:matrix.orgkaininooh nvm found it, it's r32float, rg32float, and rgba32float21:50:49
@kvark:matrix.orgkvark hugoam: I don't understand, why would you re-implement the table? If you need filtering, use it. If not, always pick unfiltered 21:51:12
@kainino:matrix.orgkaininoThere has been talk in the past of having a way to query what you can do with a format21:52:21
@kvark:matrix.orgkvark kainino: we actually have that in wgpu 21:52:42
@kainino:matrix.orgkaininobut it's not a priority until we start adding more optional capabilities to formats21:52:45
17 Apr 2021
@nausiyanmeow:matrix.orgNausiyan Nyan joined the room.06:13:06
18 Apr 2021
@hugoam:matrix.orghugoamNot strictly a WebGPU issue, but related to my WebGPU work, I have a tricky problem where through our convoluted compiler infra (glslang with some heavily hand tweaked HLSL input), something that we wanted to be a storage image ends up as a sampler, because we write those as Texture2D<> in HLSL and those then get automatically converted by glslang to a sampled image with OpImageFetch instead of a storage image with OpImageLoad (which I guess makes sense since there doesn't seem to be strictly a clear distinction in HLSL except through Texture2D vs RWTextureTD) I decided to try to use a "trick" of declaring those as RWTexture2D<>, with a nonwritable decoration Does this strategy makes sense or not ? Is it accepted to have nonwritable RWTexture2D<> ? I don't see any other way to convey the fact that we want this to be a storage image (apart from switching to GLSL source which will be a lot of work)11:34:00
@hugoam:matrix.orghugoam * I have a tricky problem where through our convoluted compiler infra (glslang with some heavily hand tweaked HLSL input), something that we wanted to be a storage image ends up as a sampler, because we write those as Texture2D<> in HLSL and those then get automatically converted by glslang to a sampled image with OpImageFetch instead of a storage image with OpImageLoad I decided to try to use a "trick" of declaring those as RWTexture2D<>, with a nonwritable decoration Does this strategy makes sense or not ? Is it accepted to have nonwritable RWTexture2D<> ?11:34:17
@hugoam:matrix.orghugoam * Not strictly a WebGPU issue, but related to my WebGPU work, I have a tricky problem where through our convoluted compiler infra (glslang with some heavily hand tweaked HLSL input), something that we wanted to be a storage image ends up as a sampler, because we write those as Texture2D<> in HLSL and those then get automatically converted by glslang to a sampled image with OpImageFetch instead of a storage image with OpImageLoad I decided to try to use a "trick" of declaring those as RWTexture2D<>, with a nonwritable decoration Does this strategy makes sense or not ? Is it accepted to have nonwritable RWTexture2D<> ?11:35:04
@hugoam:matrix.orghugoam * Not strictly a WebGPU issue, but related to my WebGPU work, I have a tricky problem where through our convoluted compiler infra (glslang with some heavily hand tweaked HLSL input), something that we wanted to be a storage image ends up as a sampler, because we write those as Texture2D<> in HLSL and those then get automatically converted by glslang to a sampled image with OpImageFetch instead of a storage image with OpImageLoad (which I guess makes sense since there doesn't seem to be strictly a clear distinction in HLSL except through Texture2D vs RWTextureTD) I decided to try to use a "trick" of declaring those as RWTexture2D<>, with a nonwritable decoration Does this strategy makes sense or not ? Is it accepted to have nonwritable RWTexture2D<> ? I don't see any other way to convey the fact that we want this to be a storage image (apart from switching to GLSL source which will be a lot of work)11:36:54
@hugoam:matrix.orghugoamHmmm googling a little bit it seems that is actually what SPIRV-Cross does by default when emitting HLSL (non writable storage images are expressed as RWTexture2D), so I guess I should be fine here11:43:24

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