Work Graphs #4926
Usnul
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Work Graphs
#4926
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A WebGPU feature would need to be abstracted over D3D12, Metal, and Vulkan. Do you know what work-graph-like APIs look like in Metal/Vulkan (if any)? |
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Is there any chance of this being put in for review; or a place I can follow this? Was hoping to play around and prototype https://gpuopen.com/download/Real-Time_GPU_Tree_Generation.pdf in the browser, but it's simply not viable for real time generation without work graphs (atleast, that I can tell!) -- was, again, hoping to just find a place to keep an eye on it, if that's not here. |
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Not sure if this was discussed yet or not. But I wanted to kick-off a discussion about inclusion of WorkGraph API into WebGPU
What are work graphs?
Very briefly, a it's an API for creating GPU compute pipelines with dynamic resource allocation. For example, if you want to build a mesh on the GPU, you could currently use a storage buffer likes so:
The problem is that you have to pre-allocate such a buffer for worst-case, as you don't know ahead of time how many triangles you'd be generating.
There are other benefits such as better scheduling semantics to improve utilization.
References:
DirectX spec: https://github.com/microsoft/DirectX-Specs/blob/master/d3d/WorkGraphs.md
DirectX blog: https://devblogs.microsoft.com/directx/d3d12-work-graphs/
Here's a nice talk from DirectX guys:
https://www.youtube.com/watch?v=0S8qymwcHIc
AMD talk:
https://www.youtube.com/watch?v=QQP6-JF64DQ
Why is this relevant for the web?
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