Comments (4)
No, the native part doesn't need to know about remoting (I hope!).
We can start it by just sending messages across ipc_channel
. One of the first steps would be to send over whole passes instead of individual commands.
from wgpu.
What would the remoting layer need to contain to support this? Does wgpu-native need to be aware whether IPC is being used?
from wgpu.
(copied from gitter) The way I see it working is:
- wgpu-remote will create client and server parts, linked by an actual IPC channel (or multiple of them - up to implementation details)
- the client side will expose C-API entry points to be called by Gecko bindings (on script/content side). These can actually match the APIs we expose to native, which is kinda weirdly need but not required.
- the server side will listen for IPC and do actual calls into wgpu-native
from wgpu.
The infrastructure is there. It's up for discussion and changes, but it's no longer in the theoretical stage.
from wgpu.
Related Issues (20)
- Differences between our subgroup implementation and the WebGPU proposal
- Vulkan Swapchain and Submit Synchronization Incorrect HOT 3
- `wgpu-core` submission tracking fails to avoid resource management overhead HOT 1
- Strange discoloring when using msaa on Windows with Vulkan HOT 2
- Atomics and Scalars are collapsed to the same LocalType HOT 2
- Crash compiling and using HLSL shaders HOT 1
- `wgpu-core` contains deadlocks
- Add support for transfer queues so assets can be loaded concurrently with rendering. HOT 4
- Update inter-stage interface validation to follow spec
- Add tvOS support HOT 2
- createBindGroup accepts textures from different device HOT 6
- [core] Deadlock involving five locks
- Device::create_buffer_init() provides no indication that the buffer is only filled with use of Queue::submit() HOT 2
- Naga (Metal conversion) crash if we use "vertex" variable name in VertexOutput HOT 1
- Automatically select minimum limits for a specific platform HOT 2
- 59 tests failing on Dx12/Microsoft Basic Render Driver with Invalid access to memory location HOT 1
- [core] Deadlock involving three locks
- Panic when taking the address of a struct within a struct HOT 1
- [naga] ValidationError after processing pipeline constants on a SPIR-V from rust-gpu
- 10-bit color support on Linux (No HDR) HOT 1
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from wgpu.