Comment by pjmlp
9 days ago
It is called middleware, no need to wait for WebGPU outside of the browser, with all the constraints of an API design targeted to browser sandboxes.
9 days ago
It is called middleware, no need to wait for WebGPU outside of the browser, with all the constraints of an API design targeted to browser sandboxes.
None of those middlewares have a spec and none of them offer the compatibility guarantees that WebGPU provides.
Even webgl don't give any gurentee about your code will run well on any devices though. It only gurentee that it will run, but it can have 10x performance difference on different platform depends on how you wrote the shaders.
As anyone used to Khronos APIs is aware, that is of little value without actual Conformance Tests Suites, and even then there are plently of forgotten guarantees when using consumer hardware with all the usual OEM quality practices.
Good then that even WebGL mostly doesn't run on Khronos APIs ;) (only on Linux, although I don't know whether ANGLE is now actually using a Vulkan backend on Linux - which of course is also a Khronos API though).
Both WebGL2 and WebGPU are probably the most 'watertight' specced and tested 3D API ever built, and especially WebGPU has gone to great lengths to eliminate UB present in native APIs (even at the cost of usability).
2 replies →
wgpu can run the WebGPU Conformance Test Suite for validation against the WebGPU specification. Was there something else you'd like to see?
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Can you point me to some good middleware then? I haven't been able to find any.
GDC Vault programming track has plenty of examples.