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billti | 2 months ago
I am writing compute shaders though, where one command buffer can run for seconds repeatedly processing over a 1GB buffer, and it seems the tools are heavily geared towards graphics work where the workload per frame is much lighter. (Will all the AI focus, hopefully they'll start addressing this use-case more).
mitchellh|2 months ago
This has been my experience too. It isn't often enough to diminish its value for me since I have basically no comparable options on other platforms, but it definitely has some sharp (crashy!) edges.
billti|2 months ago
The project I'm mostly working on uses the wgpu crate, https://github.com/gfx-rs/wgpu, which may be of interest if writing cross-platform GPU code. (Though obviously if using Rust, not Zig). With it my project easily runs on Windows (via DX12), Linux (via Vulkan), macOS (via Metal), and directly on the web via Wasm/WebGPU. It is a "lowest common denominator", but good enough for most use-cases.
That said, ever with simple shaders I had to implement some workarounds for Xcode issues (e.g. https://github.com/gfx-rs/wgpu/issues/8111). But still vastly preferable to other debugging approaches and has been indispensable in tracking down a few bugs.