This is an attempt to get a wasi-webgpu spec proposal going. Everything here is subject to change. If you have thoughts about how this proposal can be better, please share them!
The main goal here is to get the webgpu spec into wasi, but there are other GUI related stuff here as well.
The webgpu parts should be based on the official webgpu spec.
We might end up deviating slightly from the spec in cases where it's deemed to be better, but the spec should definitely be the starting point for this api.
This is super early, only a fraction of the webgpu spec can currently be found in the wit here.
Webgpu by itself can't do everything a normal graphical user application needs. Webgpu can only do computations on the gpu, it can't render to the screen directly, it can't take user input, and it can't open an application window. It doesn't even know how often the screen refreshes to be able to do computations on each frame.
Since these things are necessary for most graphical applications, we should try to get at least some of them solved.
There's a simple canvas spec in /wit/mini-canvas.wit
. It can't really do much, but can do basic rendering.
See later sections on how to connect the mini-canvas with webgpu.
There's a fair bit we can take from the web here as well.
For mouse / touch / pencil / etc. input we can do something similar to PointerEvent
on the web. We can't really take it wholesale, as events on web assume that html elements exist. But we can build a very similar interface, built on similar principles.
The only drawback I can think of is 3D, I'm not sure if pointer events can be made to work with 3D applications like XR. Would love input from engineers that have experience in this area.
Most applications expect keyboard events in one way or another. We can do something similar to what we do for pointer events, where we define something similar to what the web offers with KeyboardEvent
.
Other user input, like scroll wheel, clipboard, drag-over, device motion, device orientation, gamepad input, etc. Are all useful in lot's of applications, but since they're a bit less common, I didn't want to get bogged down with them. But they should be added eventually.
Defining a full windowing interface is going to take a lot of time and work, so it's out of scope for this project.
For now, creating simple canvases will have to suffice. The runtime will have to figure out how to do the windowing.
On the web, this is achieved by requestAnimationFrame
.
Here we're doing something similar using a wasi-io
pollable
. You can find the wit for this in /wit/animation-frame.wit
.
I didn't want webgpu and mini-canvas to rely on each other, as I'd like one to be usable without the other.
On the web, canvas and webgpu are actually tied to each other. e.g. you get a GPUContext
from canvas.getContext("webgpu")
. But I'd like them to be separated in wasi if possible, since unlike the web, wasi expects that some parts might not be accessible by some applications.
Maybe y'all will tell me that separating them is a stupid idea, in which case I'll bow down and build a time machine fueled by pure awkwardness, traveling back to the moment before I even suggested this.
- Vulkan, if it ever becomes truly cross platform.
- OpenGL might make sense for some use cases.
- Future gpu api's that will almost certainly come eventually.
- Using simple arrays as buffers for simple drawings, especially useful in embedded. E.g. https://github.com/rust-windowing/softbuffer. See later section tackling this.
- Using gpu for compute only. (the web actually allows this, even though webgpu is tied into canvas on web.)
- Potential full wasi-windowing spec that does away with this simple mini-canvas.
If we wanna seperate them we'll need a common dependency that both sides can connect to. There are multiple routes we can take for this.
This is how it works now. Very much subject to change.
In webgpu on the web, the point of connection between webgpu and canvas is the GPUCanvasContext
. Here we do something similar, but as an abstract resource that can work with any graphics api, and with any canvas/surface.
The graphics-context can be connected to any current or future graphics api (webgpu, opengl, etc.) on one side, and can be connected to any current or future canvas on the other side.
It has a way to get the next frame as a buffer, but not as a buffer whose contents can be read. Rather, the graphics api in question can turn that buffer into something it can make use of. E.g. webgpu is able to turn the buffer into a GPUTexture
. The runtime can easily, in the background, represent the buffer as a GPUTexture, and the conversion would just be a noop.
This looks something like this:
interface graphics {
resource graphics-context {
constructor();
configure: func(desc: configure-context-desc);
get-current-buffer: func() -> graphics-context-buffer;
}
resource graphics-context-buffer { }
}
interface webgpu {
resource gpu-device {
connect-graphics-context: func(context: borrow<graphics-context>);
...
}
resource gpu-texture {
from-graphics-context-buffer: func(buffer: graphics-context-buffer) -> gpu-texture;
...
}
...
}
interface canvas {
resource canvas {
connect-graphics-context: func(context: borrow<graphics-context>)
...
}
...
}
The wit for graphics-context can be found in /wit/graphics-context.wit
.
There's another option in issue #1, but I think this one would be better as it's closer to how webgpu does things, while it still let's us keep canvas and webgpu separated.
I'm also currently working on a simple readable buffer that can be written to, and then displayed. Similar to https://github.com/rust-windowing/softbuffer.
This should be very simple, and can be used as a proof of concept for multiple ways to render to the canvas.