vulkan can do GL and CL works (graphics and compute layer works).
on the other hand, doesnt work with old devices.
also also more explicit, but on the other hand faster. (example: in vulkan you need to enable the gfx features you use on initialization. meanwhile opengl allows you to enable and use features at any time during runtime. which creates quite the overhead during runtime on hardware and driver level)
@iacore@natty webgpu uses vulkan api as a base and is closer in nature to it.
what you think about is webgl - which indeed uses opengl as an api base
also the webgpu reference implementation allows using it in native applications and uses the best os provided solution (vulkan, metal, directx, opengl)
what you think about is webgl - which indeed uses opengl as an api base
no, it's webgpu.
int4 with webgpu is an idea, but how do I do SIMD- do i have to optimize kernel size for this again :blobcatgooglyholdingitsheadinitshands:
now i have workgroup_size and vector size (within each workgroup) to worry about
how do i do this, do i just give up
is it the same in vulkan?
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