Michael Tang

Results 43 comments of Michael Tang

@kvark the changes in `hal` are ready for review. Please note there's no rush since the backends depend on new releases of upstream deps and the usefulness of this API...

> > > @tangmi what's the status of this work? The current state is that I have an API shape I'm pretty happy with and am in the middle of...

@kvark I'd happily contribute to a fund like that--sadly, I just can't find any ray tracing cards for sale at all this year! (I know there's scalpers around but I...

@alice-i-cecile this PR has gotten quite stale and probably needs a rewrite given the ~2.5 years that have elapsed and things have certainly changed. It's probably worth bumping #1387 and...

I'd like to make another argument for [WebGPU](https://github.com/gpuweb/gpuweb), which is a safe Metal-like modern graphics API that is being [implemented in Rust](https://github.com/gfx-rs/wgpu) with [pluggable backends](https://github.com/gfx-rs/gfx) (as well as [getting native...

> I've heard that WebGPU is more like Vulkan than it is like OpenGL; can anyone with context on WebGPU speak to this? WebGPU is the newest of the "modern"...

If you have some time, @sunfishcode, help me understand what work needs to be done: - **API evaluation**: I've looked at the WebGPU API and it seems compatible with how...

My plan for the wgpu backend (untested!) was to use Char2 and UChar2 where pathfinder wants the scalar variants (same with Char3, etc) and just let the let the extra...

~It looks like some of the texture formats should be supported by the spec (https://gpuweb.github.io/gpuweb/#texture-formats), but e.g. WebGPU doesn't seem to have support for many 3-component formats, like rgb8~ Edit:...

@cart how did you end up dealing with "non-opaque uniforms outside a block"? Making all the uniforms into interface blocks will be a breaking change for the gl/webgl backends, even...