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I created this map / graph of the WGPU API and I find it helpful; I hope it helps someone else too.
It, of course, doesn't replace the full documentation, but it helps me know where to look for related APIs. And perhaps more importantly, it helps me set my expectations.
For example, a new user might have heard something about shaders before, "how do I create a shader?" they wonder. Looking at this graph we can get a rough idea that a shader is created by a device, and then given to a render pipeline, and then the render pipeline is given to a render pass, etc. It also helps them set expectations about what will be required.
When I was first learning WGPU and tried to create a shader, it suddenly felt like I was trying to eat a mountain in one bite; I had to create a bind group layout, I didn't know what that was, then I had to create a pipeline layout, how many layouts are there?, then I had to create a render pipeline, and a render pass, and on and on. I think this graphic helps new users see that, yes, there will be about 15 abstractions you have to deal with, no more, no less.
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I created this map / graph of the WGPU API and I find it helpful; I hope it helps someone else too.
It, of course, doesn't replace the full documentation, but it helps me know where to look for related APIs. And perhaps more importantly, it helps me set my expectations.
For example, a new user might have heard something about shaders before, "how do I create a shader?" they wonder. Looking at this graph we can get a rough idea that a shader is created by a device, and then given to a render pipeline, and then the render pipeline is given to a render pass, etc. It also helps them set expectations about what will be required.
When I was first learning WGPU and tried to create a shader, it suddenly felt like I was trying to eat a mountain in one bite; I had to create a bind group layout, I didn't know what that was, then I had to create a pipeline layout, how many layouts are there?, then I had to create a render pipeline, and a render pass, and on and on. I think this graphic helps new users see that, yes, there will be about 15 abstractions you have to deal with, no more, no less.
I hope it helps.
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