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grovesNL
searching Neon…
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1.
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by
grovesNL
1mo ago
Yeah basically all of the above, especially fish and brewis, soups/stews, etc. Usually you soften it in some way before eating it.
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grovesNL
2mo ago
In this case wgpu is just providing the surface texture for the window that the software rendered pixels are drawn into.
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grovesNL
2mo ago
I think it would be interesting, especially for dynamic use cases where you can recompile the graph but use it many times. Although it's also probably pretty niche to get to that level of performance from these libraries. At that point
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grovesNL
7mo ago
I think most non-trivial cross-platform graphics applications eventually end up with some kind of hardware abstraction layer. The interesting part is comparing how wgpu performs vs. something custom developed for that application, especiall
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grovesNL
8mo ago
Canada https://engineerscanada.ca/become-an-engineer/use-of-profess...
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grovesNL
1y ago
wgpu can run the WebGPU Conformance Test Suite for validation against the WebGPU specification. Was there something else you'd like to see?
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grovesNL
1y ago
Really excited to see WebGPU/wgpu ship in Firefox! Congratulations and thanks to Mozilla for supporting this.
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by
grovesNL
1y ago
Slug is patented but there are other similar approaches being worked on (e.g., vello https://news.ycombinator.com/item?id=44236423 that uses wgpu). I also created glyphon ( https://github.com/grovesNL/gl
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grovesNL
1y ago
Yes b'y, Newfoundland English is best kind sure.
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grovesNL
1y ago
wgpu has some options to access backend-specific types and shader passthrough (i.e., you provide your own shader for a backend directly). Generally wgpu is open to supporting any Metal extensions you need. There's usually an analogous
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grovesNL
2y ago
wgpu has its own Metal backend that most people use by default (not MoltenVK). There is also a Vulkan backend if you want to run Vulkan through MoltenVK though.
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grovesNL
2y ago
Scaffolding wasn’t a problem at all. Both used SPIRV-Cross for shader conversions at the time and focused on implementing the rest of the API. The shading language barely matters to the rest of the implementation. You can still use SPIR-V w
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grovesNL
2y ago
SPIR-V was never in the specification, but both wgpu and Dawn used SPIR-V in the meantime until a shading language decision was made.
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grovesNL
2y ago
I don't think that's accurate. Creating a shading language is obviously a huge effort, but there were already years of effort put into WebGPU as well as implementations/games building on top of the work-in-progress specificat
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grovesNL
2y ago
> I'm not convinced by any of these arguments about "knowing how to program in WebGPU". Graphics 101 benchmarks are the entire point of a GPU. You're totally right that it's the same hardware, but idiomatic use o
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grovesNL
2y ago
> It's "Slow" because it has more overhead, therefore, by default, I get less performance with more usage than I would with WebGL. It really depends on how you're using it. If you're writing rendering code as if
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grovesNL
2y ago
> Here's an example of Bevy WebGL vs Bevy WebGPU I think a better comparison would be more representative of a real game scene, because modern graphics APIs is meant to optimize typical rendering loops and might even add more overhe
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grovesNL
2y ago
> Only 10k non-overlapping triangles can bring my RTX GPU to its knees Your benchmark doesn't match the experience of people building games and applications on top of WebGPU, so something else is probably going on there. If your ben
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grovesNL
2y ago
There's plenty of room for both approaches: a lot of projects can benefit from using a platform-agnostic API like WebGPU (web or native) directly, others might want to use engines. Anecdotally I use WebGPU (through wgpu) in a commercia
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grovesNL
2y ago
Multi-threading would be really nice, although it's not clear to me how to parallelize this in a way where the synchronization cost wouldn't regress performance. Tasks are prioritized, so each booking happens in sequence (i.e., ea
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grovesNL
2y ago
Do you mean time was used as the key for the hashmap? What was the vector used for in that setup?
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grovesNL
2y ago
All great points, thank you! I'll need to think about this some more. For context, queries are trying to find the next available equipment for tens of thousands of tasks, so hundreds of thousands of queries isn't too bad relative
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by
grovesNL
2y ago
Thanks for the reference! This looks like an implementation of a disjoint set/union-find data structure. I think it could be an interesting direction to explore by adapting union-find to handle intervals efficiently, or maybe apply som
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grovesNL
2y ago
Thank you! I should have clarified that my map does currently store free time slots instead of booked time slots, but either representation would be ok if it would be beneficial for the data structure.
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grovesNL
2y ago
Sounds interesting, I’ll check it out, thanks! Skimming through it quickly it seems like it may be focused on actual running timers instead of tracking intervals, but some of the ideas might still apply to this problem.
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grovesNL
2y ago
Thank you, I should look into these more. I actually came across them earlier but it wasn’t obvious that these would outperform a plain sorted `Vec` with binary search, which seemed to have slightly worse performance than the ordered map I’
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grovesNL
2y ago
That makes sense. I tried dense bit sets but storing a transition bitset could be interesting. That sounds similar to an inversion list compressed into a bitset. The rank-select sounds like a great idea and seems like it would work great fo
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grovesNL
2y ago
Thank you for the reference, I’ll take a look! I like the idea of being able to use connected components somehow if it could avoid some of the overhead of range queries during updates. I’ve been considering whether there might be a way to a
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grovesNL
2y ago
This sounds interesting! From my understanding it’s similar to an inversion list but storing explicit in/out instead of deriving it from the element’s rank (i.e., index if it’s stored as an ordered `Vec`) mod 2. I’m not too worried abo
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grovesNL
2y ago
The duration granularity is days right now, but the total duration of the map might extend out for tens of years or so. I did try bucketing them into hundreds of day long intervals but it didn't seem to help very much.
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