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One of the most exciting features of WebGPU, especially over WebGL, is the ability to run compute shaders. That opens up an entire class of 2D vector graphics rendering techniques using compute shaders, including Vello. It's still in early stages, but the current code does include text rendering. There's a very rough demo at https://levien.com/vello-demo (the demo doesn't do variable fonts but the code can), and we'll be polishing that in time for Chrome M113 going stable.



Is it (will it be) possible to use Vello from C++ or is this firmly Rust only?


There are no active plans to do this, but it's all open source and there are tools such as cbindgen, so if there is sufficient interest there's a good chance it will happen.


Thanks to Google blocking WebGL compute shaders adoption.

We could have had them three years ago.


There's a lot of literature about font rendering predating compute shaders too, compute shaders are not a functional prerequisite by any means.

Here's eg one case: https://github.com/astiopin/webgl_fonts


Yeah, that as well.

WebGL 2.0 is kind of PlayStation 3 like in capabilities, that we seldom see that in action besides shadertoy, Google Maps/Earth, and 360° views on ecommerce sites is another matter.


Yes, I also don't understand why google abandon webgl compute shader, just because webgpu will have same, so they force developer using newer api.


Interesting. Do you have any more context around this? It sounds uncharacteristic of Google to do so given their usual stance on browsers being all things to all people.





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