@pvanhaes Thank you for your inputs, we certainly value communities input that 
is why this thread is posed as an RFC. 

We certainly see values in GPU if we can make good use of the resources.

The main limitation of WebGL is the limited GPGPU programming model. Because 
WebGL does not support compute shaders,  we have to convert all stages into 
OpenGL fragment programs. While the fragment shaders works well for graphics, 
we need richer compute shader semantics(e.g. shared memory, read/write to 
multiple buffers) to best utilize the GPU resources as in other backend like 
CUDA and OpenCL.

In the case of WASM, it is possible to take full benefit of all of its features 
and offer the STOA perf because there is no programming model limitation.

So the original rationale is that a best supported WASM and that might be 
better than a (not fully utilized) GPU solution via WebGL. This is likely 
likely going to be the case on mobile devices. I am not too certain how much of 
that would be true for desktops.

Because WebGPU has a richer programming model(on par with Vulkan), we can 
likely make full utilization of the GPU resources and get the expected speedup 
we want.

See the following link for the WebGPU availability status 
https://github.com/gpuweb/gpuweb/wiki/Implementation-Status, given that WebGPU 
already starts to ship in browser nightlies, the hope is by the time this 
feature get matured, the browsers will be ready as well.





---
[Visit 
Topic](https://discuss.tvm.ai/t/deprecate-opengl-webgl-in-favor-of-vulkan-webgpu/6364/6)
 to respond.

You are receiving this because you enabled mailing list mode.

To unsubscribe from these emails, [click 
here](https://discuss.tvm.ai/email/unsubscribe/45a554a11eae45fef7d4f82b9abf8573f1d0c845fe6f256b02117fac543ee67f).

Reply via email to