|
|
|
|
|
by pjmlp
685 days ago
|
|
In theory, this should have been possible long ago with WebGL Compute, had Google not given up on it, and removed it from Chrome, quoting WebGPU as the future, and the OpenGL execuse on Apple platforms (excuse, because they ended up switching to Metal for WebGL anyway, and use DirectX on Windows). |
|
I'll give one example (as it's one I was personally invested in). Doing a barrier in non-uniform control flow is wildly unsafe undefined behavior (I've had it reboot my computer, and it's easy to believe it could be exploited by malicious actors). To make these barriers safe WebGPU does a "uniformity analysis." However, that in turn required adding uniform broadcast intrinsic to the shader language, otherwise a class of algorithms would be impossible to express.
As I say, it's plausible this kind of work could have been done as extensions to WebGL, but I think the end result would have been a lot less compelling than what we have now.