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This is pretty cool - great to see what a small codebase can do with raw WebGL. Have you looked at WebGPU at all?


I wanted something that can run everywhere and WebGPU support is still behind some flags in Firefox and Safari I think, but I'm pretty excited about trying that as well.


Working fine for me on Firefox - their WebGL support tends to be good enough, although there are plenty of other resource issues.


This is awesome! The dev loop for web apps is kind of broken - really cool that you can keep this running in a browser.


Yes! You should be able to get nearly native performance for that sort of pipeline out of a WebGL backend.


Can you utilize streaming compilation of the Wasm modules? This significantly improved load times in Photoshop Web.


GPU processes are separated due to driver instability and unsafe code, so this means more than a GPU process crash, or a content process crash (tab crashed), something in the orchestration layer or main process crashed. There are probably massive amounts of memory being moved around which could easily be stressing the system or running into large limits. Don't think this is related to the security model or a compromise of an origin / content process.


Just wander itself is almost working in a browser - kind of hacked together right now, but will be pushed to the open-source soon. The same Wasm payload should be able to run in the browser or through wasmtime.

For the rive-renderer / 2D integration, it is going to be a much longer path to get working in a browser together with wander.


Keeping it high level -

No, the goal is not to create a C++ API to give you GPU functions.

The C++ API for wander is used to embed the WebAssembly module of graphics code into the application. The API footprint is very small - load a file, pass parameters to it, iterate through the tree it produces.

This could be viewed as logically equivalent to programmatically loading a flash/swf file. Or similar to what Rive has built with a .riv, although this is static content, not code.

> 1) Why use WASM?

You're loading arbitrary, third-party code into an app - that is the renderlet. The benefit is to have a sandboxed environment to run code to put data on the GPU.

2) Why use renderlet instead of webGPU, which is already a high level cross platform abstraction including shader definitions?

WebGPU is a low-level API. If you are a graphics programmer, and want to build an app around WebGPU, go for it! A renderlet is more of a graphics plugin system than an entire first-party app.

> The renderlet compiler is currently in closed preview - please contact us for more information.

This is the system to build the renderlet. This is not writing raw C++ code to talk to WebGPU, this can be higher-level functions (build a grid, perform a geometric extrusion, generate a gradient) - you can see in the video it is a yaml specification. The compiler generate the necessary commands, vertex buffers, textures, etc, and soon, shaders to do this, and builds a Wasm module out of it.

> Is this like a 'alternative to webGPU' with a different API / easy mode tooling?

I certainly wouldn't describe it as an alternative to WebGPU, but easy(er) tooling to build graphics, yes.

> What is the use-case for 'I've compiled a part of my application only into a cross platform binary renderlet and I can now run that cross platform ... after I've compiled the rest of my application into a platform specific binary for the platform I'm running it on?'

Let's take an example - Temporal Anti-Aliasing. There are libraries that exist to implement this, or you can implement it through raw code. This requires changes structural changes to your pipeline - to your render targets, additional outputs to your shaders, running additional shaders, etc. Wouldn't it be nice to easy connect a module to your graphics pipeline that contains the code for this, and the shader stages, and works across platforms and graphics APIs, with data-driven configuration? That is the vision.

> ... rest of your application into WASM/platform native code... is that not strange? It seems strange to me

There is not really such a thing as a standalone Wasm application. It has seen great success as a data-driven plugin model. In a browser, it is hosted with / interacts with JavaScript. Even built for pure WASI, as a standalone app where everything is compiled into a single module, there is stil a runtime/host environment.

Does that help clarify?


> A renderlet is more of a graphics plugin system than an entire first-party app.

I see.

So this is basically flash?

A high level API to build binary application bundles (aka .swf files, ie. renderlets) and a runtime that lets you execute arbitrary applications in a sandbox.

renderlet = .swf file

wander = flash runtime

renderlet compiler = magic sauce, macromedia flash editor

yeah?

> Let's take an example - Temporal Anti-Aliasing. There are libraries that exist to implement this, or you can implement it through raw code.

Mhm. You can certainly do it in a cross platform way using webGPU, but I suppose I can see the vision of 'just download this random binary and it'll add SMAA' but it sounds a lot like "and then we'll have a marketplace where people can buy and sell GPU plugins" or "if you're building a web browser" rather than "and this is something that is useful to someone developing a visualization application from scratch".

The majority of these features could exist with just a C++ library and no requirement to 'pre-compile' some of your code into a renderlet... hosting external arbitrary 3rd party binaries in your application seems... niche.

Really, the only reason you would normally ever not just do it from source as a monolithic part of your application was if you didn't have the source code for some reason (eg. because you bought it as a WASM binary from someone).

Smells like Flash, and I'm not sure I like that, but I guess I can see the vision now, thanks for explaining.


Great suggestion, appreciate it. wgpu is coming!


Appreciate it. It's coming! I want to get the compiler working and generally available and everything working seamlessly for Web first. Stay tuned!


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