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Add JS binding for wgpu's start_capture and stop_capture #26766
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@jowens this is definitively interesting, however am not sure yet how we can exponse this to users as we cnanot add to the web-standard APIs. maybe some form of namespace in the deno namespace (ie |
Thank you (in advance) for discussing it! It is definitely a pain point to use the (very fine) Xcode tools with WebGPU and Deno could be a very fine platform for WebGPU development with this, but of course I appreciate the namespace challenges here. I look forward to hearing the outcomes of what you discuss next week! |
@crowlKats Just wanted to check back and see if there was any outcome from this discussion. Thanks! |
Hey @jowens we will be doing this, though dont have time for this yet. I will be working on issues like this and other related to webgpu in the near future though |
I would like to use Deno to profile WebGPU compute workloads within Xcode without any need for graphics. Currently, to capture a Metal trace within Xcode for a Deno workload, I'm having to create a window and canvas, invoke my compute workload, and then present the canvas, and then I can (manually) capture the Metal layer and see my compute-workload profile. This is not ideal; I don't want or need graphics at all. I'd like to do this at the command line and/or completely headless.
I believe I can do this if I have JS bindings to the wgpu calls
start_capture
andstop_capture
. With JS bindings to those calls, I can then start and stop capture around my compute workload, then run within Xcode and see profile information.What would make this even better is if I could write that trace to a file (and this was exposed in JS). Metal has a
MTLCaptureManager
and gfx-rs/wgpu#3504 appears relevant here.Also please note gfx-rs/wgpu#6255, which notes Metal backend device capture issues in wgpu.
cc: @raphlinus
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