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by seanisom 800 days ago
Thanks - that link does not appear to be open access, anyways I don't think I've seen it. I'm familiar with Flutter at a high-level (Kevin Moore gave a great talk on it at Wasm I/O), and I think other than requiring users to work in Dart, it is probably one of the most powerful ways to do cross-platform UI today.

Worth noting that their original GPU backend was Skia, and now they are retooling around Flutter GPU (Impeller)[0], which is kind of designed similarly as an abstract rendering interface over platform-specific GPU APIs.

[0] https://github.com/flutter/flutter/wiki/Flutter-GPU

1 comments

I edited the link to be public, let me know if that still works.

I think the ideal in that article is that people can write components in whatever languages they want, and when they compile to WASM, they can all interoperate. It reminds me of all of those compile-to-Javascript languages for writing micro-frontends, although there is not as much interoperability from a React boundary to say, a ClojureScript boundary.

By the way, what are you building as a solo founder for YC? Is it related to this project? For this project, I'm curious to see how exactly WASM interoperates with the GPU directly, bypassing the platform specific APIs. Do you still have to write GPU-specific parts for each of the GPU manufacturers? I wonder if there would be an open standard called WASM-GPU in the future that abstracts over these but doesn't necessarily touch any of the OS directly.

Got it, thanks. Not what I was expecting.

To me, this reads like the intersection of "Web Components as Wasm" and "The Browser as an OS" - almost something analogous to WASI as browser APIs that are delivered via Wasm ABI instead of JS/WebIDL. It's an interesting take, and as long as it can operate alongside existing code, I'm all for that.

There are strong parallels to what we're building - small modules of Wasm graphics code that can interoperate across a common interface.

Check the repo for the GPU integration - it's like a super trimmed down version of wgpu, where graphics data is copied out of Wasm linear memory and a host specific API (WebGPU/OpenGL/DirectX) takes care of the upload to the GPU. There is a wasi-webgpu WebAssembly L1 proposal that I am involved with in the works, driven by Mendy Berger, and at some point all of this will be tooled on top of that with wgpu as a backend.

For renderlet the company, the goal is to build developer tools that make it easy to build renderlets and these kinds of applications without having to write raw Wasm code. The meta-compiler in the video is the first step in that direction! The runtime itself will always be open-source.

It reminds me of something else, actually.

"More than 20 programming tools vendors offer some 26 programming languages — including C++, Perl, Python, Java, COBOL, RPG and Haskell — on .NET."

https://news.microsoft.com/2001/10/22/massive-industry-and-d...

"The EM intermediate language is a family of intermediate languages created to facilitate the production of portable compilers."

"EM is a real programming language and could be implemented in hardware; a number of the language front-ends have libraries implemented in EM assembly language.", namely C, Pascal, Modula-2, Occam, and BASIC.

https://en.wikipedia.org/wiki/EM_intermediate_language

"The high-level instruction set (called TIMI for "Technology Independent Machine Interface" by IBM), allows application programs to take advantage of advances in hardware and software without recompilation"

https://en.wikipedia.org/wiki/IBM_AS/400#Technology_Independ...

WASM is just another take on this.

Anybody remember COM? Yes, this is certainly not a new problem.
Indeed, as info, COM is definitely much an actual subject for anyone doing Windows development, just in case anyone thinks it is gone by now.